holesome/src/game/game.cpp

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#include <utility>
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#include <SFML/Window/Event.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
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#include "game.h"
#include "../config.h"
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Game::Game(std::shared_ptr<sf::RenderWindow> window) : window(std::move(window)), gameObjects()
{
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}
void Game::run()
{
sf::Clock clock;
sf::Time TimeSinceLastUpdate = sf::seconds(0);
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while (window->isOpen())
{
processEvents();
TimeSinceLastUpdate += clock.restart();
while (TimeSinceLastUpdate >= FRAME_TIME)
{
TimeSinceLastUpdate -= FRAME_TIME;
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update();
processEvents();
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}
drawFrame();
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}
}
void Game::exit()
{
window->close();
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}
void Game::drawFrame()
{
window->clear(sf::Color::Black);
for (auto &gameObject: gameObjects)
{
gameObject->draw(window.get());
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}
window->display();
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}
Game::~Game()
{
for (auto &gameObject: gameObjects)
{
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delete gameObject;
}
}
void Game::addGameObject(GameObject *gameObject)
{
gameObjects.push_back(gameObject);
}
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void Game::update()
{
for (auto &gameObject: gameObjects)
{
gameObject->update();
}
}
void Game::processEvents()
{
sf::Event event;
while (window->pollEvent(event))
{
switch (event.type)
{
case sf::Event::KeyPressed:
// Close game on Escape or Q in DEV Mode
if (DEVELOPER_MODE && (event.key.code == sf::Keyboard::Escape || event.key.code == sf::Keyboard::Q))
{
exit();
}
break;
case sf::Event::KeyReleased:
break;
case sf::Event::Closed:
exit();
break;
case sf::Event::Resized:
handleWindowResize(event);
break;
default:
break;
}
}
}
void Game::handleWindowResize(const sf::Event &event)
{
window->setView(sf::View(sf::FloatRect(0, 0, event.size.width, event.size.height)));
}