First test rendering / skelton Game Loop / utility Textureloader

This commit is contained in:
Gulum
2017-10-24 09:26:44 +02:00
parent 552e4dd0cb
commit eb5c1e4ec3
17 changed files with 425 additions and 16 deletions

View File

@@ -1,17 +1,64 @@
#include <iostream>
#include <SDL2/SDL_image.h>
#include "DarkRP2D.h"
#include "utility/utility.h"
void DarkRP2D::create() {
void DarkRP2D::create(SDL_Renderer *gRenderer) {
this->gRenderer = gRenderer;
//Load PNG texture
gTexture = utility::loadTexture( "assets/police_officer.png", gRenderer);
}
void DarkRP2D::loop(float deltaTime) {
unsigned int ups = 0;
unsigned int acc = 0;
void DarkRP2D::loop(unsigned int deltaTime) {
accumulator += deltaTime;
acc += deltaTime;
//Process Input
skippedFrames = 0;
while (accumulator >= MS_PER_UPDATE && skippedFrames <= MAX_FRAMESKIP) {
accumulator -= MS_PER_UPDATE;
update(0.0f);
ups++;
skippedFrames++;
}
if(acc >= 1000) {
std::cout << "Updates per second: " << ups << std::endl;
acc -= 1000;
ups = 0;
}
render(0.0f);
}
void DarkRP2D::update(float deltaInSec) {
}
void DarkRP2D::resize() {
void DarkRP2D::render(float deltaInSec) {
//Clear screen
SDL_RenderClear( gRenderer );
//Render texture to screen
SDL_RenderCopy( gRenderer, gTexture, NULL, NULL );
//Update screen
SDL_RenderPresent( gRenderer );
}
void DarkRP2D::resize(int width, int height) {
}
void DarkRP2D::dispose() {
//Free loaded image
SDL_DestroyTexture( gTexture );
gTexture = NULL;
}