diff --git a/src/Game.cpp b/src/Game.cpp new file mode 100644 index 0000000..1f7f9bd --- /dev/null +++ b/src/Game.cpp @@ -0,0 +1,81 @@ +#include +#include "Game.hpp" + +const float Game::PlayerSpeed = 100.f; +const sf::Time Game::TimePerFrame = sf::seconds(1.f/60.f); + +Game::Game() +: mWindow(sf::VideoMode(640, 480), "SFML Application") +, mTexture() +, mPlayer() { + if(!mTexture.loadFromFile("Assets/blobcat_hertog.png")) { + // Handle loading errors + } + mPlayer.setTexture(mTexture); + mPlayer.setScale(0.25f, 0.25f); + mPlayer.setPosition(100.f, 100.f); +} +void Game::run() { + sf::Clock clock; + sf::Time timeSinceLastUpdate = sf::Time::Zero; + while (mWindow.isOpen()) { + processEvents(); + timeSinceLastUpdate += clock.restart(); + while (timeSinceLastUpdate > TimePerFrame) { + timeSinceLastUpdate -= TimePerFrame; + processEvents(); + update(TimePerFrame); + } + render(); + } +} + +void Game::processEvents() { + sf::Event event; + while (mWindow.pollEvent(event)) { + switch (event.type) { + //For each time the while loop iterates, it means a new event that was registered by the window is being handled. While there can be many different events, we will only check for some types of events, which are of our interest right now. + case sf::Event::KeyPressed: + handlePlayerInput(event.key.code, true); + break; + case sf::Event::KeyReleased: + handlePlayerInput(event.key.code, false); + break; + case sf::Event::Closed: + mWindow.close(); + break; + } + } +} + +void Game::handlePlayerInput(sf::Keyboard::Key key,bool isPressed) { + if (key == sf::Keyboard::W) + mIsMovingUp = isPressed; + else if (key == sf::Keyboard::S) + mIsMovingDown = isPressed; + else if (key == sf::Keyboard::A) + mIsMovingLeft = isPressed; + else if (key == sf::Keyboard::D) + mIsMovingRight = isPressed; +} + +void Game::update(sf::Time deltaTime) { + sf::Vector2f movement(0.f, 0.f); + if (mIsMovingUp) + movement.y -= 100.f; + if (mIsMovingDown) + movement.y += 100.f; + if (mIsMovingLeft) + movement.x -= 100.f; + if (mIsMovingRight) + movement.x += 100.f; + + mPlayer.move(movement * deltaTime.asSeconds()); +} + +void Game::render() { + mWindow.clear(); + mWindow.draw(mPlayer); + mWindow.display(); +} + diff --git a/src/ProjectName.cpp b/src/ProjectName.cpp index fdbe11c..203379f 100644 --- a/src/ProjectName.cpp +++ b/src/ProjectName.cpp @@ -1,85 +1,7 @@ #include #include "Game.hpp" -const float Game::PlayerSpeed = 100.f; -const sf::Time Game::TimePerFrame = sf::seconds(1.f/60.f); - -Game::Game() -: mWindow(sf::VideoMode(640, 480), "SFML Application") -, mTexture() -, mPlayer() { - if(!mTexture.loadFromFile("Assets/blobcat_hertog.png")) { - // Handle loading errors - } - mPlayer.setTexture(mTexture); - mPlayer.setScale(0.25f, 0.25f); - mPlayer.setPosition(100.f, 100.f); -} -void Game::run() { - sf::Clock clock; - sf::Time timeSinceLastUpdate = sf::Time::Zero; - while (mWindow.isOpen()) { - processEvents(); - timeSinceLastUpdate += clock.restart(); - while (timeSinceLastUpdate > TimePerFrame) { - timeSinceLastUpdate -= TimePerFrame; - processEvents(); - update(TimePerFrame); - } - render(); - } -} - -void Game::processEvents() { - sf::Event event; - while (mWindow.pollEvent(event)) { - switch (event.type) { - //For each time the while loop iterates, it means a new event that was registered by the window is being handled. While there can be many different events, we will only check for some types of events, which are of our interest right now. - case sf::Event::KeyPressed: - handlePlayerInput(event.key.code, true); - break; - case sf::Event::KeyReleased: - handlePlayerInput(event.key.code, false); - break; - case sf::Event::Closed: - mWindow.close(); - break; - } - } -} - -void Game::handlePlayerInput(sf::Keyboard::Key key,bool isPressed) { - if (key == sf::Keyboard::W) - mIsMovingUp = isPressed; - else if (key == sf::Keyboard::S) - mIsMovingDown = isPressed; - else if (key == sf::Keyboard::A) - mIsMovingLeft = isPressed; - else if (key == sf::Keyboard::D) - mIsMovingRight = isPressed; -} - -void Game::update(sf::Time deltaTime) { - sf::Vector2f movement(0.f, 0.f); - if (mIsMovingUp) - movement.y -= 100.f; - if (mIsMovingDown) - movement.y += 100.f; - if (mIsMovingLeft) - movement.x -= 100.f; - if (mIsMovingRight) - movement.x += 100.f; - - mPlayer.move(movement * deltaTime.asSeconds()); -} - -void Game::render() { - mWindow.clear(); - mWindow.draw(mPlayer); - mWindow.display(); -} - int main() { Game game; game.run(); -} \ No newline at end of file +}