void GameEngine::Run() { HandleWindowEvents(); HandleEvents(); Update(); Draw(); }
void Game::Update(){ HandleWindowEvents(); sf::Time elapsedTime = clock.restart(); for (int i = activeStates.size() - 1; i >= 0 && !activeStates[i]->ConsumeUpdate(); i--){ if (!running){ activeStates[i]->Update(elapsedTime); } } }
void Game::FrameLoop() { #if CA_PLATFORM_DESKTOP while (m_IsRunning == true) { if (m_IsRunning == true) { #endif // CA_PLATFORM_DESKTOP HandleWindowEvents(); m_GameTime.Start(); Update(m_GameTime); CA_PROFILE("Game::Draw"); BeginDraw(); Draw(); EndDraw(); m_GameTime.End(); if (m_NeedResize == true) { Resize(); m_NeedResize = false; } #if CA_PLATFORM_DESKTOP } // if (m_IsRunning == true) } // while (m_IsRunning == true) #endif // CA_PLATFORM_DESKTOP }