blob: f9db18df44d8c3eaf606deef95c6fdf36ad0d5cd (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
|
#include <iostream>
#include "renderer.h"
#include "game.h"
#include "party.h"
#include "timer.h"
void loop(Renderer& renderer) {
Game game;
Input keystate;
//int kumaSprite = game.addSprite(Sprite("../res/kumatora.png", renderer, 17, 31));
int lucasSprite = game.addSprite(Sprite("../res/lucas_anim.txt", renderer));
int lucasSprite2 = game.addSprite(Sprite("../res/lucas_anim.txt", renderer));
Party party;
party.addMember(game, lucasSprite);
party.addMember(game, lucasSprite2);
//party.addMember(game, kumaSprite);
renderer.render(game);
Timer inputTimer(50);
Timer animTimer(1000/5);//30fps * 1000 t/s;
size_t lastTime = SDL_GetTicks();
for (;;) {
size_t currentTime = SDL_GetTicks();
size_t frameTime = currentTime - lastTime;
lastTime = currentTime;
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT || (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_ESCAPE)) {
return;
} else if (e.type == SDL_KEYDOWN && (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT)) {
party.beginCrouch(game);
} else if (e.type == SDL_KEYUP && (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT)) {
party.endCrouch(game);
}
}
const Uint8* state = SDL_GetKeyboardState(NULL);
keystate.left = state[SDL_SCANCODE_LEFT];
keystate.right = state[SDL_SCANCODE_RIGHT];
keystate.up = state[SDL_SCANCODE_UP];
keystate.down = state[SDL_SCANCODE_DOWN];
inputTimer.accumulate(frameTime);
while (inputTimer.step()) {
party.move(game, keystate);
}
animTimer.accumulate(frameTime);
while (animTimer.step()) {
game.tickSpriteAnim();
}
renderer.render(game);
}
}
int main(int, char**) {
try
{
Renderer renderer;
loop(renderer);
} catch (const sdl_error& ex)
{
std::cout << "SDL error (" << ex.what() << ")" << std::endl;
}
return 0;
}
|