c7ef086d3d
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.
48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
#include "Game.hpp"
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#include <chrono>
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Game::Game()
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: pacMan(board),
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pellets(board),
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superPellets(board) {}
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auto Game::now() {
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return std::chrono::system_clock::now();
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}
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void Game::run() {
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InputState inputState;
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auto current_time = now();
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while (!inputState.close) {
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processEvents(inputState);
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auto time_delta = now() - current_time;
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auto milli_delta = std::chrono::duration_cast<std::chrono::milliseconds>(time_delta);
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pacMan.update(milli_delta, inputState, board);
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eatPellets();
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current_time += time_delta;
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canvas.update(pacMan, pellets, superPellets);
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}
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}
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void Game::eatPellets() {
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const auto pos = pacMan.positionInGrid();
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pellets.eatPelletAtPosition(pos);
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superPellets.eatPelletAtPosition(pos);
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}
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void Game::processEvents(InputState & inputState) {
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auto event = canvas.pollEvent();
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if (event->type == sf::Event::Closed) {
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inputState.close = true;
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return;
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}
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inputState.down = inputState.up = inputState.left = inputState.right = false;
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inputState.down = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Down);
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inputState.up = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Up);
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inputState.left = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Left);
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inputState.right = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Right);
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}
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