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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-08-29 17:25:30 +0200 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2018-01-13 03:39:31 +0100 |
commit | a0d5862d99186f317a0f7364e8b6cd3cfeccfdf1 (patch) | |
tree | 7bf54f8141c513650130e8d3cc6bd8ce3f71b1fe /src/ThreadGame.cpp | |
parent | 2017-08-27 (diff) | |
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Diffstat (limited to 'src/ThreadGame.cpp')
-rw-r--r-- | src/ThreadGame.cpp | 64 |
1 files changed, 33 insertions, 31 deletions
diff --git a/src/ThreadGame.cpp b/src/ThreadGame.cpp index 5e1d710..f425747 100644 --- a/src/ThreadGame.cpp +++ b/src/ThreadGame.cpp @@ -1,5 +1,6 @@ #include "ThreadGame.hpp" +#include "DebugInfo.hpp" ThreadGame::ThreadGame() { @@ -35,21 +36,21 @@ void ThreadGame::Execute() { if (!gs) return; switch (std::get<KeyPressedData>(eventData).key) { - case sf::Keyboard::W: - isMoving[GameState::FORWARD] = true; - break; - case sf::Keyboard::A: - isMoving[GameState::LEFT] = true; - break; - case sf::Keyboard::S: - isMoving[GameState::BACKWARD] = true; - break; - case sf::Keyboard::D: - isMoving[GameState::RIGHT] = true; - break; - case sf::Keyboard::Space: - isMoving[GameState::JUMP] = true; - break; + case SDL_SCANCODE_W: + isMoving[GameState::FORWARD] = true; + break; + case SDL_SCANCODE_A: + isMoving[GameState::LEFT] = true; + break; + case SDL_SCANCODE_S: + isMoving[GameState::BACKWARD] = true; + break; + case SDL_SCANCODE_D: + isMoving[GameState::RIGHT] = true; + break; + case SDL_SCANCODE_SPACE: + isMoving[GameState::JUMP] = true; + break; } }); @@ -57,21 +58,21 @@ void ThreadGame::Execute() { if (!gs) return; switch (std::get<KeyReleasedData>(eventData).key) { - case sf::Keyboard::W: - isMoving[GameState::FORWARD] = false; - break; - case sf::Keyboard::A: - isMoving[GameState::LEFT] = false; - break; - case sf::Keyboard::S: - isMoving[GameState::BACKWARD] = false; - break; - case sf::Keyboard::D: - isMoving[GameState::RIGHT] = false; - break; - case sf::Keyboard::Space: - isMoving[GameState::JUMP] = false; - break; + case SDL_SCANCODE_W: + isMoving[GameState::FORWARD] = false; + break; + case SDL_SCANCODE_A: + isMoving[GameState::LEFT] = false; + break; + case SDL_SCANCODE_S: + isMoving[GameState::BACKWARD] = false; + break; + case SDL_SCANCODE_D: + isMoving[GameState::RIGHT] = false; + break; + case SDL_SCANCODE_SPACE: + isMoving[GameState::JUMP] = false; + break; } }); @@ -85,6 +86,7 @@ void ThreadGame::Execute() { LoopExecutionTimeController timer(std::chrono::milliseconds(int(1.0f / 60.0f * 1000.0f))); while (isRunning) { + DebugInfo::gameThreadTime = timer.GetRealDeltaS() * 1000'00.0f; if (gs != nullptr) gs->Update(timer.GetRealDeltaS()); listener.HandleEvent(); @@ -101,7 +103,7 @@ void ThreadGame::Execute() { if (isMoving[GameState::JUMP]) gs->HandleMovement(GameState::JUMP, timer.GetRealDeltaS()); } - timer.Update(); + timer.Update(); } gs.reset(); } |