197 lines
4.8 KiB
C++
197 lines
4.8 KiB
C++
/* ************************************************************************** */
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/* _____ */
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/* Engine.cpp | ___| _ ____ ___ */
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/* Project : C-Engine | |_ | | | __| / _ \ */
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/* | _| | | | |= | __/ */
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/* By: Fife <wasabifife@gmail.com> |_| |_| |_| \___| */
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/* */
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/* */
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/* ************************************************************************** */
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#include "..\Rework\include\Engine.hpp"
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Engine::Engine()
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{
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execute = true;
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fps = false;
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fpswish = 4;
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listeObject = NULL;
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nbobject = 0;
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}
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void Engine::StartGame()
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{
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InitGame();
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while(execute)
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{
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ML_clear_vram();
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input_update();
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ExecuteScript();
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AppliedForce();
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UpdateRelativePosition();
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Draw();
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setFps(fpswish);
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ML_display_vram();
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}
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DelAllObject();
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}
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void Engine::InitGame()
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{
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execute = true;
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srand(RTC_getTicks());
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for( int i = 0 ; i < nbobject ; i++ )
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{
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if(listeObject[i]->GetScript() && listeObject[i]->GetEnable())listeObject[i]->GetScript()->Start();
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}
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}
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void Engine::StopGame()
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{
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execute = false;
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}
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void Engine::ShowFps()
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{
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fps = true;
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}
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void Engine::HideFps()
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{
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fps = false;
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}
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void Engine::SetFpsWish(int v)
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{
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fpswish = 180 / v;
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}
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void Engine::AddObject( Object * v)
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{
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Object ** Tab = listeObject; //On créai un pointeur sur la liste actuelle d'objet
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listeObject = (Object**) malloc( sizeof(Object *) * ( nbobject + 1 ) );//On alloue l'espace nécéssaire pour le nouveau tableau
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for( int i = 0 ; i < nbobject ; i++ )//On copie les pointeurs
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listeObject[i] = Tab[i];
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listeObject[ nbobject ] = v; //Et on rajoute l'objet
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v->AffectEngine(this);
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nbobject ++;
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delete Tab;
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}
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void Engine::DelObject( Object * v)
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{
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Object ** Tab = listeObject;
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int index = -1;
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if(!Tab)return;
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for( int i = 0 ; i < nbobject ; i++ )
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if(Tab[i] == v )
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index = i ;
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if(index == -1)return;
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listeObject = (Object**) malloc( sizeof(Object *) * ( nbobject - 1) );
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for( int i = 0 ; i < index ; i++ )
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listeObject[ i ] = Tab[ i ];
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for(int i = index + 1 ; i < nbobject ; i++ )
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listeObject[ i - 1] = Tab[ i ];
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nbobject --;
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delete v;
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delete Tab;
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}
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void Engine::DelAllObject()
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{
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for(int i = 0 ; i < nbobject ; i++)
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delete listeObject[i];
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delete listeObject;
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listeObject = NULL;
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}
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Object ** Engine::GetListeObject()
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{
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return listeObject;
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}
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int Engine::GetNbObject()
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{
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return nbobject;
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}
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void Engine::ExecuteScript()
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{
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for( int i = 0 ; i < nbobject ; i++ )
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{
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if( listeObject[i]->GetEnable())
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if(listeObject[i]->GetScript())
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listeObject[i]->GetScript()->Update();
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}
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}
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void Engine::AppliedForce()
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{
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for( int i = 0 ; i < nbobject ; i++ )
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{
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if( listeObject[i]->GetEnable())
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if(listeObject[i]->GetRigidBody())
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listeObject[i]->GetRigidBody()->AppliedForce();
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}
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}
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void Engine::Draw()
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{
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for( int i = 0 ; i < nbobject ; i++ )
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{
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if( listeObject[i]->GetEnable())
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if(listeObject[i]->GetRender())
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listeObject[i]->GetRender()->DrawObject();
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}
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if(fps)
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PrintV(110,2,getFps());
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}
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/*
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bool Engine::WaitOneSecond()
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{
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if(RTC_getTicks() - time > 128) // si il s'est écoulé une seconde complète
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{
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time = RTC_getTicks(); // et on se rappelle du nombre de ticks de la dernière seconde écoulée
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return true;
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}
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return false;
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}
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*/
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void Engine::UpdateRelativePosition()
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{
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for( int i = 0 ; i < nbobject; i++ )
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{
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if(listeObject[i]->GetEnable())
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listeObject[i]->GetTransform()->SetRelativeXY( listeObject[i]->GetTransform()->GetX() , listeObject[i]->GetTransform()->GetY() );
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}
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}
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