cleanup
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@@ -1,90 +0,0 @@
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#include <iostream>
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#include "DarkRP2D.h"
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#include "utility/Utility.h"
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#include "entities/components/Position.h"
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#include "entities/MovementSystem.h"
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#include "entities/RenderSystem.h"
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#include "entities/DestructSystem.h"
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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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ex = new entityx::EntityX();
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ex->systems.add<DestructSystem>();
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ex->systems.add<MovementSystem>();
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ex->systems.add<RenderSystem>();
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ex->systems.configure();
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entityx::Entity entity = ex->entities.create();
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entity.assign<Position>();
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entity.destroy();
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}
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unsigned int ups = 0;
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unsigned int fps = 0;
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unsigned int acc = 0;
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void DarkRP2D::loop(unsigned int deltaTime) {
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accumulator += deltaTime;
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acc += deltaTime;
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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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accumulator -= MS_PER_UPDATE;
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update(MS_PER_UPDATE/1000.0f); //Converted to Sec for normalization
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ups++;
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skippedFrames++;
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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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fps++;
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render(MS_PER_UPDATE/1000.0f);
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}
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void DarkRP2D::update(double deltaInSec) {
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ex->systems.update<DestructSystem>(deltaInSec);
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ex->systems.update<MovementSystem>(deltaInSec);
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}
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void DarkRP2D::render(double deltaInSec) {
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//Clear screen
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SDL_RenderClear( gRenderer );
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ex->systems.update<RenderSystem>(deltaInSec);
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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, &textureRect );
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//Update screen
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SDL_RenderPresent( gRenderer );
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}
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void DarkRP2D::resize(int width, int height) {
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}
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DarkRP2D::~DarkRP2D() {
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//Free loaded image
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SDL_DestroyTexture( gTexture );
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delete ex;
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gTexture = NULL;
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}
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