/
Engine.cpp
83 lines (66 loc) · 1.84 KB
/
Engine.cpp
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#include <string.h>
#include "Engine.h"
#include "Utilities/Fps.h"
Engine::Engine() {
}
bool Engine::Init() {
std::shared_ptr<sf::RenderWindow> initWindow(
new sf::RenderWindow(sf::VideoMode(800, 600, 32), "RPG"));
window = initWindow;
window->setVerticalSyncEnabled(false);
window->setFramerateLimit(120);
playerView.reset(sf::FloatRect(0, 0, window->getSize().x, window->getSize().y));
levelLoader.setData(level, entities);
levelLoader.setLevel("untitled2.tmx");
levelLoader.start();
return !!window;
}
void Engine::ProcessInput() {
sf::Event event;
while (window->pollEvent(event)) {
if (event.type == sf::Event::Closed)
window->close();
if (event.type == sf::Event::KeyPressed) {
if (event.key.code == sf::Keyboard::Escape) {
window->close();
}
}
}
entities.playerExecute();
entities.npcMovement();
showFps();
}
void Engine::Update() {
frameTime = frameClock.restart();
entities.update(frameTime);
window->setView(window->getDefaultView());
playerView.setCenter(entities.player.getPixelPosition());
window->setView(playerView);
if (entities.player.isMoving()) {
level.updateView(playerView);
}
}
void Engine::RenderFrame() {
window->clear(sf::Color(64, 164, 223));///Don't forget to add a color
window->draw(level);
window->draw(entities);
level.drawOver(*window);
window->display();
}
void Engine::MainLoop() {
while (window->isOpen()) {
if(!levelLoader.isLevelLoading()) {
ProcessInput();
Update();
RenderFrame();
}else{
//renderloadingscreen
}
}
}
void Engine::Go() {
if (!Init()) {
throw "Could not initialize Engine";
}
MainLoop();
}