diff options
Diffstat (limited to 'src/main.cpp')
-rw-r--r-- | src/main.cpp | 88 |
1 files changed, 65 insertions, 23 deletions
diff --git a/src/main.cpp b/src/main.cpp index cb93ff4..f5d7e8b 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -7,8 +7,29 @@ SDL_GLContext mainGLContext = NULL; bool gameRunning = true; +const float ticksPerSec = 20; +const float msecPerTick = 1000 / ticksPerSec; +int prevTime = GetTickCount(); +int currentTime = 0; +float deltaTime = 0; + +Entities *entit1; +Player player; UIClass ui; +float interpolate(float goal, float current, float dt){ + float difference = goal - current; + if(difference > dt){ + return current + dt;} + if(difference < dt){ + return current - dt;} + return goal; +} + + +World *w=new World(2); +void render(); + int main(int argc,char **argv){ //runs start-up procedures if(!SDL_Init(SDL_INIT_VIDEO)){ @@ -48,18 +69,54 @@ int main(int argc,char **argv){ /************************** **** GAMELOOP **** **************************/ - - World *w=new World(2); + + entit1 = &player; + entit1->spawn(4, 0); while(gameRunning){ - ui.handleEvents(); // Handle events + prevTime = currentTime; + currentTime = GetTickCount(); + deltaTime = currentTime - prevTime; + + if(prevTime + msecPerTick <= GetTickCount()){ //HANDLE ALL LOGIC STUFF HERE + ui.handleEvents(); // Handle events + + player.vel.x = 0; + + std::cout << player.vel.x << std::endl; + std::cout << player.velg.y << std::endl; + std::cout << "d:" << deltaTime << std::endl; + + prevTime = GetTickCount(); + } + //DO ALL RENDERING HERE + player.vel.x = interpolate(player.velg.x, player.vel.x, deltaTime) * .001; + if(player.vel.x > .05) player.vel.x = .05; + if(player.vel.x < -.05) player.vel.x = -.05; + player.loci.x += player.vel.x; + + render(); + + } + + /************************** + **** CLOSE PROGRAM **** + **************************/ + + //closes the window and frees resources + SDL_GL_DeleteContext(mainGLContext); + SDL_DestroyWindow(window); + return 0; +} + +void render(){ //a matrix is a blank canvas for the computer to draw on, the matrices are stored in a "stack" //GL_PROJECTION has 2 matrices //GL_MODELVIEW has 32 matrices glMatrixMode(GL_PROJECTION); //set the matrix mode as projection so we can set the ortho size and the camera settings later on glPushMatrix(); //push the matrix to the top of the matrix stack glLoadIdentity(); //replace the entire matrix stack with the updated GL_PROJECTION mode - //glOrtho(0,SCREEN_WIDTH, 0,SCREEN_HEIGHT, -1,1); //set the the size of the screen + glOrtho(-1 + player.loci.x, 1 + player.loci.x , -1, 1, -1,1); //set the the size of the screen glMatrixMode(GL_MODELVIEW); //set the matrix to modelview so we can draw objects glPushMatrix(); //push the matrix to the top of the matrix stack glLoadIdentity(); //replace the entire matrix stack with the updated GL_MODELVIEW mode @@ -69,15 +126,10 @@ int main(int argc,char **argv){ /************************** **** RENDER STUFF HERE **** **************************/ - - /*glColor3f(1.0f, 0.0f, 0.0f); //color to red - glRectf(0,0, 50,50); //draw a test rectangle - glColor3f(0.0f, 1.0f, 0.0f); //color to blue - glRectf(50,0, 100,50); //draw a test rectangle - glColor3f(0.0f, 0.0f, 1.0f); //color to green - glRectf(100,0,150,50); //draw a test rectangle*/ - + w->draw(); + glColor3ub(0,0,0); + glRectf(player.loci.x, player.loci.y, player.loci.x + player.width, player.loci.y + player.height); /************************** **** CLOSE THE LOOP **** @@ -85,14 +137,4 @@ int main(int argc,char **argv){ glPopMatrix(); //take the matrix(s) off the stack to pass them to the renderer SDL_GL_SwapWindow(window); //give the stack to SDL to render it - } - - /************************** - **** CLOSE PROGRAM **** - **************************/ - - //closes the window and frees resources - SDL_GL_DeleteContext(mainGLContext); - SDL_DestroyWindow(window); - return 0; -} +}
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