Example #1
0
void Engine::Run()
{
	//background_music.play();
	//background_music.setLoop(true);

	entity_manager->Init();
	entity_manager->AttachEntity(PLAYER, Vector2(0, 300), 50, 110, FIRE);
	entity_manager->AttachEntity(FIREFOE, Vector2(600, 0), 100, 80, FIRE);

	//gameloop
	while(window.isOpen())
	{
		//event handling
		sf::Event event;
		while(window.pollEvent(event))
		{
			switch(event.type)
			{
			case sf::Event::Closed:
				window.close();
				break;
			case sf::Event::KeyPressed:
				if(event.key.code == sf::Keyboard::Escape)
				{
					window.close();
				}
				break;
			}
		}

		//deltatime
		UpdateDeltatime();

		//game logic
		entity_manager->Update(deltatime);

		//drawing portion of game loop
		draw_manager->Draw(&window, entity_manager, HUD);

	}
}
Example #2
0
void Engine::Run()
{
	while(m_running)
	{
		sf::Event event;
		while(m_window->pollEvent(event))
		{
			m_inputmngr->UpdateEvents(event);
		}
		UpdateDeltatime();
		m_statemanager.Update(m_deltatime);
		m_window->clear(sf::Color(130, 195, 255, 255));
		m_statemanager.Draw();
		m_window->display();
		if(m_statemanager.NextState() != m_statemanager.CurrentState())
		{
			m_statemanager.GetCurrentState()->ExitState();
			m_statemanager.SetState(m_statemanager.NextState());
		}
	}
};
Example #3
0
void Engine::Run()
{
	//gameloop
	while(window->isOpen())
	{
		//event handling
		sf::Event event;
		while(window->pollEvent(event))
		{
			switch(event.type)
			{
			case sf::Event::Closed:
				window->close();
				break;
			case sf::Event::KeyPressed:
				if(event.key.code == sf::Keyboard::Escape)
				{
					window->close();
				}
				break;
			}
		}

		//deltatime
		UpdateDeltatime();

		//game logic

		entity_manager->Update(deltatime);

		//drawing portion of game loop
		draw_manager->Draw(window, entity_manager, HUD, false);

		//std::cout << entity_manager->game_entities.size() << std::endl;
	}
}