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); } }
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()); } } };
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; } }