Added inputSystem
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@@ -2,17 +2,14 @@
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#include <SDL2/SDL_image.h>
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#include "DarkRP2D.h"
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#include "utility/utility.h"
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#include "utility/Utility.h"
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void DarkRP2D::create(SDL_Renderer *gRenderer) {
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void DarkRP2D::create(SDL_Renderer *gRenderer, InputHandler *inputHandler) {
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this->gRenderer = gRenderer;
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this->inputHandler = inputHandler;
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//Load PNG texture
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gTexture = utility::loadTexture( "assets/police_officer.png", gRenderer);
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}
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}
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unsigned int ups = 0;
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unsigned int acc = 0;
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@@ -20,7 +17,10 @@
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accumulator += deltaTime;
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acc += deltaTime;
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//Process Input
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Command *command = inputHandler->handleInput();
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if (command) {
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command->execute();
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}
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skippedFrames = 0;
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while (accumulator >= MS_PER_UPDATE && skippedFrames <= MAX_FRAMESKIP) {
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@@ -46,8 +46,14 @@
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//Clear screen
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SDL_RenderClear( gRenderer );
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SDL_Rect textureRect; //create a rect
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textureRect.x = 0; //controls the rect's x coordinate
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textureRect.y = 0; // controls the rect's y coordinte
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textureRect.w = 64; // controls the width of the rect
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textureRect.h = 64; // controls the height of the rect
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//Render texture to screen
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SDL_RenderCopy( gRenderer, gTexture, NULL, NULL );
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SDL_RenderCopy( gRenderer, gTexture, NULL, &textureRect );
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//Update screen
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SDL_RenderPresent( gRenderer );
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@@ -57,8 +63,8 @@
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}
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void DarkRP2D::dispose() {
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//Free loaded image
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SDL_DestroyTexture( gTexture );
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gTexture = NULL;
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DarkRP2D::~DarkRP2D() {
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//Free loaded image
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SDL_DestroyTexture( gTexture );
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gTexture = NULL;
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}
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