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game.cpp
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game.cpp
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#include <iostream>
#include "collision.hpp"
#include "game.hpp"
#include "map.hpp"
#include "defs.hpp"
#include "components.hpp"
#include "texture-manager.hpp"
#include "sushi.hpp"
#include "enemy.hpp"
#include "camera.hpp"
#include "tile.hpp"
#include "bird.hpp"
#include "entity-manager.hpp"
SDL_Renderer* Game::renderer = nullptr;
SDL_Event Game::event;
Entity* Game::camera;
EntityManager* Game::manager = new EntityManager();
Game::Game() {
window = SDL_CreateWindow("Wasabi", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (window == NULL) {
return;
}
Game::renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
if (Game::renderer == NULL) {
return;
}
screen = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT };
c = new Collision();
TextureManager::loadTexture("assets/Tilesheet/spritesheet.png");
camera = new Camera();
Entity* sushi = new Sushi(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 - TILESHEET_SIZE * 2);
Game::manager->addEntity(sushi);
//Game::manager->addEntity(new Enemy(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 - TILESHEET_SIZE * 2, sushi));
//Game::manager->addEntity(new Bird(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 - TILESHEET_SIZE * 2, sushi));
Game::manager->addEntity(Game::camera);
Map::loadMap("assets/map.map");
}
Game::~Game() {
delete Game::manager;
delete c;
SDL_DestroyRenderer(Game::renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
void Game::update() {
Game::manager->refreshEntities();
Game::manager->updateEntities();
checkCollision();
}
void Game::draw() {
clearScreen();
Game::manager->drawEntities();
SDL_RenderPresent(Game::renderer);
}
void Game::checkCollision() {
c->handleCollision(Game::manager->getComponentGroup(COLLIDER_COMPONENT));
}
void Game::clearScreen() {
SDL_SetRenderDrawColor(Game::renderer, 47, 64, 81, 255);
SDL_RenderClear(Game::renderer);
}
void Game::gameLoop() {
bool run = true;
const int FPS = 60;
const int frameDelay = 1000 / FPS;
unsigned int frameStart;
int frameTime;
float avgFPS;
while(run) {
frameStart = SDL_GetTicks();
SDL_PollEvent(&event);
if ((event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_q) || event.type == SDL_QUIT) run = false;
update();
draw();
frameTime = SDL_GetTicks() - frameStart;
if (frameDelay > frameTime) SDL_Delay(frameDelay - frameTime);
}
}