#include "App.h" #include #include #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)); }