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3.9 KiB

9 years ago
#include "App.h"
#include <windows.h>
#include <iostream>
#include "Map.h"
// ========== Constructors =============
App::App() {
window = new sf::RenderWindow(sf::VideoMode(WINDOW_WIDTH, WINDOW_HEIGHT), "SFML works!");
}
App::~App() { }
// ========== Mutes =============
void App::Init() {
// Set up the background texture
background_texture = new sf::Texture();
background_texture->loadFromFile("background.png");
backgroundSprite.setTexture(*background_texture);
_pixelArray = new sf::Uint8[WINDOW_WIDTH * WINDOW_HEIGHT * 4];
pixel_array_texture.create(WINDOW_WIDTH, WINDOW_HEIGHT);
explorer = new Explorer(&map);
}
void App::Input() {
while (window->pollEvent(event)) {
if (event.type == sf::Event::Closed)
window->close();
if (event.type == sf::Event::KeyPressed) {
if (event.key.code == sf::Keyboard::Space) {
}
}
}
}
void App::Update(double step_size) {
Input();
}
void App::Render() {
// HOUSEKEEPING
// Get the physics fps for the last render cycle
physics_fps = physics_frame_count * render_fps;
// Frame time in seconds
frame_time = delta_time * 1000;
// And the render fps
render_fps = 1000 / frame_time;
// RENDERING
window->clear(sf::Color::Blue);
window->draw(backgroundSprite);
sf::Vector2i pos;
for (int i = 0; i < WINDOW_WIDTH * WINDOW_HEIGHT * 4; i++) {
_pixelArray[i] = 0;
}
// Draw the tiles
for (int x = 0; x < Map::CELLS_WIDTH; x++) {
for (int y = 0; y < Map::CELLS_HEIGHT; y++) {
pos.x = x;
pos.y = y;
sf::Color thing = map.getTile(pos)->getColor();
for (int x2 = 1; x2 < 5; x2++) {
for (int y2 = 1; y2 < 5; y2++) {
int pixel_x = (x * 5) + x2;
int pixel_y = (y * 5) + y2;
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4] = thing.r; // Red
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 1] = thing.g; // Green
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 2] = thing.b; // Blue
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 3] = thing.a; // Alpha
}
}
}
}
// Draw the player
for (int x2 = 1; x2 < 5; x2++) {
for (int y2 = 1; y2 < 5; y2++) {
int pixel_x = (explorer->getPosition().x * 5) + x2;
int pixel_y = (explorer->getPosition().y * 5) + y2;
sf::Color color = explorer->getColor();
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4] = color.r; // Red
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 1] = color.g; // Green
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 2] = color.b; // Blue
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 3] = color.a; // Alpha
}
}
pixel_array_texture.update(_pixelArray);
pixel_array_sprite.setTexture(pixel_array_texture);
window->draw(pixel_array_sprite);
window->display();
}
void App::Run() {
Init();
while (window->isOpen()) {
// Time since app start
elapsed_time = time();
// Time between last frame start and this frame
// 2 seconds = 30 seconds - 28 seconds
delta_time = elapsed_time - current_time;
current_time = elapsed_time;
// Make sure we aren't taking too big of steps when lagging
if (delta_time > 0.02f)
delta_time = 0.02f;
// Add the delta time to the leftover time from the last frame
accumulator_time += delta_time;
// While there is time left
while ((accumulator_time - step_size) >= step_size) {
// Take away the time we will be simulating
accumulator_time -= step_size;
// Update the game for the timestep
Update(step_size);
physics_frame_count++;
}
Render();
}
}
float App::time() {
static __int64 start = 0;
static __int64 frequency = 0;
if (start == 0) {
QueryPerformanceCounter((LARGE_INTEGER*)&start);
QueryPerformanceFrequency((LARGE_INTEGER*)&frequency);
return 0.0f;
}
__int64 counter = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&counter);
return (float)((counter - start) / double(frequency));
}