pacman/lib/Game.cpp
Corentin Jabot c7ef086d3d Migrate from SDL to SFML
This simplifies the rendering code and remove all(!) pointers.

There is a number of unresolved issues

* Windows build ?
* position delta computation: migrating to SFML seems to have modified
the frame rate.
2021-06-22 13:17:12 +02:00

48 lines
1.3 KiB
C++

#include "Game.hpp"
#include <chrono>
Game::Game()
: pacMan(board),
pellets(board),
superPellets(board) {}
auto Game::now() {
return std::chrono::system_clock::now();
}
void Game::run() {
InputState inputState;
auto current_time = now();
while (!inputState.close) {
processEvents(inputState);
auto time_delta = now() - current_time;
auto milli_delta = std::chrono::duration_cast<std::chrono::milliseconds>(time_delta);
pacMan.update(milli_delta, inputState, board);
eatPellets();
current_time += time_delta;
canvas.update(pacMan, pellets, superPellets);
}
}
void Game::eatPellets() {
const auto pos = pacMan.positionInGrid();
pellets.eatPelletAtPosition(pos);
superPellets.eatPelletAtPosition(pos);
}
void Game::processEvents(InputState & inputState) {
auto event = canvas.pollEvent();
if (event->type == sf::Event::Closed) {
inputState.close = true;
return;
}
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);
}