#include "Game.h" #include "rendering/Renderer.h" #include "utils/StringBuffer.h" float x = 0.0f; float y = 0.0f; float lastX = 0.0f; float lastY = 0.0f; float playerWidth = 80.0f; float playerHeight = 80.0f; float width = 800.0f; float height = 480.0f; float motionY = 0.0f; bool onGround = false; Game::Game(Controller& c, const Clock& fps, const Clock& tps) : controller(c), fps(fps), tps(tps) { } void Game::tick() { lastX = x; lastY = y; if(controller.left.isDown()) { x -= 7; } if(controller.right.isDown()) { x += 7; } if(controller.a.isDown() && onGround) { motionY = -15.0f; onGround = false; } motionY += 0.5f; y += motionY; if(y > height - playerHeight) { y = height - playerHeight; motionY = 0.0f; onGround = true; } while(x > width) { x -= width + playerWidth; lastX -= width + playerWidth; } while(x < -playerWidth) { x += width + playerWidth; lastX += width + playerWidth; } } void Game::render(float lag, Renderer& renderer) const { renderer.translateTo(0.0f, 0.0f).update(); renderer.drawRectangle(lastX + (x - lastX) * lag, lastY + (y - lastY) * lag, playerWidth, playerHeight, Color4(255, 0, 0, 255)); renderer.translateTo(0.0f, 0.0f).update(); StringBuffer<100> s; s.append("FPS: ").append(fps.getUpdatesPerSecond()); float y = 0.0f; renderer.setStringSize(2); y = renderer.drawString(0.0f, y, s); for(const Button& b : controller.list) { s.clear().append(b.getName()).append(": ").append(b.getDownTime()).append(" ").append(b.wasReleased()); y = renderer.drawString(0.0f, y, s); } } bool Game::isRunning() const { return !controller.select.isDown(); }