Renamed gamefiles
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70
src/DarkRP2D.cpp
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70
src/DarkRP2D.cpp
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#include "DarkRP2D.h"
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#include <GL/gl.h>
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#include <iostream>
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DarkRP2D::~DarkRP2D() {
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std::cout << "Game got destroyed!" << std::endl;
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delete assets;
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delete obj;
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delete inputHandler;
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}
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void DarkRP2D::create () {
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std::cout << "Hello World!" << std::endl;
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assets = new Assets();
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assets->loadTexture("bucket.png",false,"bucket");
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assets->loadTexture("drop.png",false,"drop");
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assets->loadShader("vert.shader","frag.shader",nullptr,"defaultShader");
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assets->loadShader("bitmapvert.shader","bitmapfrag.shader",nullptr,"bitmapShader");
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obj = new GameObject();
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inputHandler = new InputHandler();
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font = new BitmapFont("arial.ttf");
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glClearColor(1.f,1.f,1.f,1.f);
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}
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void DarkRP2D::loop(SDL_Event *event, unsigned int delta) {
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static unsigned int accumulator = 0, ups = 0, fps = 0, acc = 0;
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accumulator += delta;
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acc += delta;
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while(accumulator >= 17) {
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accumulator -= 17;
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update(event, delta);
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ups++;
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}
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if(acc >= 1000) {
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std::cout << "Updates per second: " << ups << " Frames per Second: " << fps << std::endl;
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acc -= 1000;
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ups = 0;
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fps = 0;
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}
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render(delta);
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fps++;
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}
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void DarkRP2D::update(SDL_Event *event, unsigned int delta) {
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inputHandler->handleInput(event);
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}
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void DarkRP2D::render(unsigned int delta) {
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glClear(GL_COLOR_BUFFER_BIT);
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//Drawing
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Shader defaultShader = assets->getShader("defaultShader");
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defaultShader.Use();
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//Draw Triangle
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obj->draw();
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//texttest
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Shader bitmapShader = assets->getShader("bitmapShader");
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font->drawText(bitmapShader, "Hallo du noob", 25.0f, 25.0f, 1.f, glm::vec3(0.5f,0.8f,0.2f));
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SDL_GL_SwapWindow(gWindow);
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}
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void DarkRP2D::resize(int width, int height){
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}
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