Renamed gamefiles

This commit is contained in:
Julian Nießner
2018-05-06 12:51:31 +02:00
parent d175d433a8
commit b87943ca0d
3 changed files with 13 additions and 29 deletions

29
src/Reassembly2.cpp → src/DarkRP2D.cpp Executable file → Normal file
View File

@@ -1,19 +1,16 @@
#include "Reassembly2.h" #include "DarkRP2D.h"
#include <GL/gl.h> #include <GL/gl.h>
#include <iostream> #include <iostream>
Reassembly2::~Reassembly2() { DarkRP2D::~DarkRP2D() {
std::cout << "Game got destroyed!" << std::endl; std::cout << "Game got destroyed!" << std::endl;
delete assets; delete assets;
delete obj; delete obj;
delete inputHandler; delete inputHandler;
for(unsigned int i = 0; i<rainDrops.size();i++) {
delete rainDrops[i];
}
} }
void Reassembly2::create () { void DarkRP2D::create () {
std::cout << "Hello World!" << std::endl; std::cout << "Hello World!" << std::endl;
assets = new Assets(); assets = new Assets();
assets->loadTexture("bucket.png",false,"bucket"); assets->loadTexture("bucket.png",false,"bucket");
@@ -26,10 +23,9 @@ void Reassembly2::create () {
font = new BitmapFont("arial.ttf"); font = new BitmapFont("arial.ttf");
glClearColor(1.f,1.f,1.f,1.f); glClearColor(1.f,1.f,1.f,1.f);
spawnRainDrop();
} }
void Reassembly2::loop(SDL_Event *event, unsigned int delta) { void DarkRP2D::loop(SDL_Event *event, unsigned int delta) {
static unsigned int accumulator = 0, ups = 0, fps = 0, acc = 0; static unsigned int accumulator = 0, ups = 0, fps = 0, acc = 0;
accumulator += delta; accumulator += delta;
acc += delta; acc += delta;
@@ -50,11 +46,11 @@ void Reassembly2::loop(SDL_Event *event, unsigned int delta) {
fps++; fps++;
} }
void Reassembly2::update(SDL_Event *event, unsigned int delta) { void DarkRP2D::update(SDL_Event *event, unsigned int delta) {
inputHandler->handleInput(event); inputHandler->handleInput(event);
} }
void Reassembly2::render(unsigned int delta) { void DarkRP2D::render(unsigned int delta) {
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
//Drawing //Drawing
@@ -70,14 +66,5 @@ void Reassembly2::render(unsigned int delta) {
SDL_GL_SwapWindow(gWindow); SDL_GL_SwapWindow(gWindow);
} }
void Reassembly2::resize(int width, int height){ void DarkRP2D::resize(int width, int height){
} }
void Reassembly2::spawnRainDrop() {
SDL_Rect *rainDrop = new SDL_Rect;
rainDrop->x = 100;
rainDrop->y = 100;
rainDrop->w = 64;
rainDrop->h= 64;
rainDrops.push_back(rainDrop);
}

9
src/Reassembly2.h → src/DarkRP2D.h Executable file → Normal file
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@@ -9,21 +9,18 @@ class Reassembly2;
#include "InputHandler.h" #include "InputHandler.h"
#include "BitmapFont.h" #include "BitmapFont.h"
class Reassembly2 { class DarkRP2D {
private: private:
SDL_Window* gWindow; SDL_Window* gWindow;
std::vector<SDL_Rect*> rainDrops;
Assets *assets; Assets *assets;
GameObject *obj; GameObject *obj;
InputHandler *inputHandler; InputHandler *inputHandler;
BitmapFont *font; BitmapFont *font;
void spawnRainDrop();
public: public:
Reassembly2(SDL_Window *gWindow) : gWindow(gWindow) {} DarkRP2D(SDL_Window *gWindow) : gWindow(gWindow) {}
~Reassembly2(); ~DarkRP2D();
void create (); void create ();
void loop(SDL_Event *event, unsigned int delta); void loop(SDL_Event *event, unsigned int delta);
void update(SDL_Event *event, unsigned int delta); void update(SDL_Event *event, unsigned int delta);

View File

@@ -4,7 +4,7 @@
#include <SDL_image.h> #include <SDL_image.h>
#include <GL/glew.h> #include <GL/glew.h>
#include "Reassembly2.h" #include "DarkRP2D.h"
using namespace std; using namespace std;
@@ -26,7 +26,7 @@ int main(int argc, char *argv[]) {
//While application is running //While application is running
bool quit = false; bool quit = false;
SDL_Event e; SDL_Event e;
Reassembly2 resA(gWindow); DarkRP2D resA(gWindow);
resA.create(); resA.create();
unsigned int lastTime = SDL_GetTicks(), currentTime, elapsedTime; unsigned int lastTime = SDL_GetTicks(), currentTime, elapsedTime;
while( !quit ) { while( !quit ) {