2016-03-04 15:29:31 +00:00
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#include "engine.hpp"
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2016-03-20 13:32:34 +00:00
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#include "constants.hpp"
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2016-03-04 15:29:31 +00:00
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#include <cmath>
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2016-03-08 18:52:55 +00:00
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#include <queue>
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2016-03-04 15:29:31 +00:00
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2016-03-10 09:40:50 +00:00
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Engine::Engine() : window(
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2016-03-20 13:28:13 +00:00
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sf::VideoMode(704, 480), "Projet CMI",
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2016-03-10 09:40:50 +00:00
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sf::Style::Default & ~sf::Style::Resize,
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sf::ContextSettings(0, 0, 2)
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2016-03-20 21:19:53 +00:00
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), view(sf::FloatRect(0, 0, 704, 480)){
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2016-03-04 15:29:31 +00:00
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window.setVerticalSyncEnabled(true);
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2016-03-20 12:18:20 +00:00
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2016-03-20 13:28:13 +00:00
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// mise en place de la caméra
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2016-03-20 21:19:53 +00:00
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view.setSize(704, 480);
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2016-03-20 13:28:13 +00:00
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window.setView(view);
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2016-03-09 18:33:43 +00:00
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}
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2016-03-04 15:29:31 +00:00
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2016-03-09 18:33:43 +00:00
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void Engine::start() {
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2016-03-20 13:32:34 +00:00
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float accumulator = 0;
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2016-03-04 15:29:31 +00:00
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// boucle d'événements sur la fenêtre
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while (window.isOpen()) {
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sf::Event event;
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// traitement des évènements reçus
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while (window.pollEvent(event)) {
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// fermeture de la fenêtre
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if (event.type == sf::Event::Closed) {
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window.close();
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}
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2016-03-13 16:03:56 +00:00
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// suivi de l'enfoncement et du relâchement des touches
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2016-03-04 15:29:31 +00:00
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if (event.type == sf::Event::KeyPressed) {
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2016-03-13 16:03:56 +00:00
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state.keys[event.key.code] = true;
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2016-03-04 15:29:31 +00:00
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}
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if (event.type == sf::Event::KeyReleased) {
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2016-03-13 16:03:56 +00:00
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state.keys[event.key.code] = false;
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2016-03-04 15:29:31 +00:00
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}
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}
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2016-03-20 13:28:13 +00:00
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float frame = clock.restart().asSeconds();
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accumulator += frame;
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// tant qu'il reste du temps à passer,
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// effectuer la simulation physique étape par étape
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while (accumulator >= Constants::PHYSICS_TIME) {
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accumulator -= Constants::PHYSICS_TIME;
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update();
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}
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2016-03-13 16:03:56 +00:00
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2016-03-04 15:29:31 +00:00
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draw();
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}
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}
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2016-03-12 18:45:16 +00:00
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void Engine::addObject(Object& object) {
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2016-03-13 16:03:56 +00:00
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state.objects.push_back(&object);
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2016-03-09 18:35:40 +00:00
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}
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2016-03-09 18:21:38 +00:00
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void Engine::update() {
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2016-03-08 18:52:55 +00:00
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// demande la mise à jour de tous les objets du jeu
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2016-03-13 16:03:56 +00:00
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for (unsigned int i = 0; i < state.objects.size(); i++) {
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state.objects[i]->update(state);
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2016-03-04 15:29:31 +00:00
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}
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2016-03-13 18:07:35 +00:00
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2016-03-15 21:00:03 +00:00
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// gère les collisions entre les objets
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2016-03-13 18:07:35 +00:00
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for (unsigned int i = 0; i < state.objects.size(); i++) {
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Object* objA = state.objects[i];
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for (unsigned int j = i + 1; j < state.objects.size(); j++) {
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Object* objB = state.objects[j];
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2016-03-18 15:48:22 +00:00
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objA->collide(*objB);
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2016-03-13 18:07:35 +00:00
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}
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}
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2016-03-04 15:29:31 +00:00
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}
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void Engine::draw() {
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2016-03-08 18:52:55 +00:00
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// efface la scène précédente et dessine la couche de fond
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2016-03-04 15:29:31 +00:00
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window.clear(sf::Color(66, 165, 245));
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2016-03-08 18:52:55 +00:00
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// chargement de la file d'affichage des objets
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2016-03-10 21:47:53 +00:00
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std::priority_queue<Object*, std::vector<Object*>, ObjectCompare> display_queue;
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2016-03-08 18:52:55 +00:00
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2016-03-13 16:03:56 +00:00
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for (unsigned int i = 0; i < state.objects.size(); i++) {
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display_queue.push(state.objects[i]);
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2016-03-04 15:29:31 +00:00
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}
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2016-03-08 18:52:55 +00:00
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// dessin des objets de la file d'affichage couche par couche
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while (!display_queue.empty()) {
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2016-03-08 21:50:42 +00:00
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display_queue.top()->draw(window);
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display_queue.pop();
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2016-03-04 15:29:31 +00:00
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}
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2016-03-10 18:18:50 +00:00
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window.display();
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2016-03-04 15:29:31 +00:00
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}
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