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-rw-r--r--src/main.cpp88
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;
-}
+} \ No newline at end of file