pacman/lib/Game.cpp

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#include "Game.hpp"
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#include <chrono>
Game::Game()
: pacMan(board),
pellets(board),
superPellets(board) {}
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auto Game::now() {
return std::chrono::system_clock::now();
}
void Game::run() {
const std::chrono::milliseconds delta_time (1000/60);
std::chrono::milliseconds t(0);
std::chrono::milliseconds accumulator(0);
auto current_time = now();
InputState inputState;
while (true) {
auto newTime = now();
auto frameTime = std::chrono::duration_cast<std::chrono::milliseconds>(newTime - current_time);
current_time = newTime;
accumulator += frameTime;
processEvents(inputState);
if(inputState.close)
return;
while ( accumulator >= delta_time ) {
pacMan.update(delta_time, inputState, board);
eatPellets();
accumulator -= delta_time;
t += delta_time;
}
canvas.update(pacMan, pellets, superPellets);
}
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}
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void Game::eatPellets() {
const auto pos = pacMan.positionInGrid();
pellets.eatPelletAtPosition(pos);
superPellets.eatPelletAtPosition(pos);
}
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void Game::processEvents(InputState & inputState) {
auto event = canvas.pollEvent();
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if (event && event->type == sf::Event::Closed) {
inputState.close = true;
return;
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}
inputState.down = inputState.up = inputState.left = inputState.right = false;
inputState.down = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Down);
inputState.up = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Up);
inputState.left = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Left);
inputState.right = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Right);
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}