本文整理汇总了C++中LTimer::getTicks方法的典型用法代码示例。如果您正苦于以下问题:C++ LTimer::getTicks方法的具体用法?C++ LTimer::getTicks怎么用?C++ LTimer::getTicks使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LTimer
的用法示例。
在下文中一共展示了LTimer::getTicks方法的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: loop
void loop () {
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
//Handle input for the dot
dot.handleEvent( e );
}
//Calculate time step
float timeStep = stepTimer.getTicks() / 1000.f;
//Move for time step
dot.move( timeStep );
//Restart step timer
stepTimer.start();
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render dot
dot.render();
//Update screen
SDL_RenderPresent( gRenderer );
}
示例2: update
void update()
{
//Calculate time step
float timeStep = stepTimer.getTicks()/1000.f;
//pseudo:
//update any world stuff (background objects, etc)
//NPC AI
//for each npc
//npc.strategize
//for each object in the world
//object.framenumber++
//object.move (x += xv, y += yv)
//handle collisions
//Move for time step
stepTimer.start();
//Calculate FPS
timeText.str("");
SDL_AtomicLock( &gDataLock );
timeText << "FPS: " << framesThisSecond;
SDL_AtomicUnlock( &gDataLock );
if(!gFPSTextTexture.loadFromRenderedText(timeText.str().c_str(), fpsColor))
{
printf("Unable to render FPS texture.\n");
}
}
示例3: loop
void loop () {
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
}
//Calculate and correct fps
float avgFPS = countedFrames / ( fpsTimer.getTicks() / 1000.f );
if( avgFPS > 2000000 )
{
avgFPS = 0;
}
//Set text to be rendered
timeText.str( "" );
timeText << "Average Frames Per Second " << avgFPS;
//Render text
if( !gFPSTextTexture.loadFromRenderedText( timeText.str().c_str(), textColor ) )
{
printf( "Unable to render FPS texture!\n" );
}
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render textures
gFPSTextTexture.render( ( SCREEN_WIDTH - gFPSTextTexture.getWidth() ) / 2, ( SCREEN_HEIGHT - gFPSTextTexture.getHeight() ) / 2 );
//Update screen
SDL_RenderPresent( gRenderer );
++countedFrames;
}
示例4: run
//.........这里部分代码省略.........
Animation * animation;
//game->animations.push( new Slide(60, game->jewels.front(), make_pair(0,0), make_pair(0, 480)) );
//While application is running
while( !quit )
{
countedFrames++;
keyDown = false;
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
switch( e.type )
{
case SDL_QUIT:
quit = true;
break;
case SDL_KEYDOWN:
keyDown = true;
break;
case SDL_KEYUP:
keyDown = false;
break;
default:
break;
}
}
if ( keyDown )
printf("Key down!\n");
//Calculate and correct fps
avgFPS = countedFrames / ( fpsTimer.getTicks() / 1000.f );
//Set text to be rendered
//timeText.str(std::string());
//timeText << "Average Frames Per Second (With Cap): " << avgFPS << endl;
//cout << timeText.str().c_str() << endl;
scoreText.str(std::string());
scoreText << "Score: " << game->getScore();
if( !scoreFont->createTextureFromText( renderer, scoreText.str(), {0xFF,0xFF,0xFF,0xFF}))
{
printf( "Unable to render FPS texture!\n" );
}
//Clear screen
SDL_SetRenderDrawColor( renderer, 0x00, 0x00, 0x00, 0x00 );
SDL_RenderClear( renderer );
//Apply the image
SDL_RenderCopy( renderer, backgroundTex, NULL, NULL );
SDL_SetRenderDrawBlendMode( renderer, SDL_BLENDMODE_BLEND );
// Draw text
fillRect = {0, 0, scoreFont->getWidth(), scoreFont->getHeight() };
scoreFont->render(renderer, 40, 100, &fillRect);
// displays jewels on board
for (usint i=0; i<GRIDSIZE; i++)
{
for (usint j=0; j<GRIDSIZE; j++)
{
mArray[i][j].handleEvent( &e );
示例5: main
int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Load media
if( !loadMedia() )
{
printf( "Failed to load media!\n" );
}
else
{
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//Set text color as black
SDL_Color textColor = { 0, 0, 0, 255 };
//The application timer
LTimer timer;
//In memory text stream
std::stringstream timeText;
//While application is running
while( !quit )
{
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
//Reset start time on return keypress
else if( e.type == SDL_KEYDOWN )
{
//Start/stop
if( e.key.keysym.sym == SDLK_s )
{
if( timer.isStarted() )
{
timer.stop();
}
else
{
timer.start();
}
}
//Pause/unpause
else if( e.key.keysym.sym == SDLK_p )
{
if( timer.isPaused() )
{
timer.unpause();
}
else
{
timer.pause();
}
}
}
}
//Set text to be rendered
timeText.str( "" );
timeText << "Seconds since start time " << ( timer.getTicks() / 1000.f ) ;
//Render text
if( !gTimeTextTexture.loadFromRenderedText( timeText.str().c_str(), textColor ) )
{
printf( "Unable to render time texture!\n" );
}
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render textures
gStartPromptTexture.render( ( SCREEN_WIDTH - gStartPromptTexture.getWidth() ) / 2, 0 );
gPausePromptTexture.render( ( SCREEN_WIDTH - gPausePromptTexture.getWidth() ) / 2, gStartPromptTexture.getHeight() );
gTimeTextTexture.render( ( SCREEN_WIDTH - gTimeTextTexture.getWidth() ) / 2, ( SCREEN_HEIGHT - gTimeTextTexture.getHeight() ) / 2 );
//Update screen
SDL_RenderPresent( gRenderer );
}
}
}
//Free resources and close SDL
close();
//.........这里部分代码省略.........
示例6: main
int main( int argc, char* args[] ) {
//Start up SDL and create window
if( !init() ) {
printf( "Failed to initialize!\n" );
} else {
//Load media
if( !loadMedia() ) {
printf( "Failed to load media!\n" );
} else {
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//The dot that will be moving around on the screen
Dot dot;
//Keeps track of time between steps
LTimer stepTimer;
//While application is running
while( !quit ) {
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 ) {
//User requests quit
if( e.type == SDL_QUIT ) {
quit = true;
}
//Handle input for the dot
dot.handleEvent( e );
}
//Calculate time step
float timeStep = stepTimer.getTicks() / 1000.f;
//Move for time step
dot.move( timeStep );
//Restart step timer
stepTimer.start();
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render dot
dot.render();
//Update screen
SDL_RenderPresent( gRenderer );
}
}
}
//Free resources and close SDL
close();
return 0;
}
示例7: main
int main( int argc, char* args[] ){
//Start up SDL and create window
if(!init()){
printf( "Failed to initialize!\n" );
}
else{
//Load media
if(!loadMedia()){
printf( "Failed to load media!\n" );
}
else{
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//In memory text stream
stringstream timeText;
//Start global timer
gTimer.start();
//The frames per second timer
LTimer fpsTimer;
//Start counting frames per second
int countedFrames = 0;
fpsTimer.start();
//Count of balls in screen
int nBalls = 4;
//Set text color as black
SDL_Color textColor = {0, 0, 0, 255};
//loadBalls in vector gBalls
loadBalls(nBalls);
//While application is running
while(!quit){
//Handle events on queue
while(SDL_PollEvent(&e) != 0){
//User requests quit
if(e.type == SDL_QUIT){
quit = true;
}
}
//Clear screen
SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(gRenderer);
//The ball in the center of the screen to which all other ball collides with
Ball ball(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, 0, 0);
ball.render();
//Calculate and correct fps
float avgFPS = countedFrames/(fpsTimer.getTicks()/1000.f);
if(avgFPS > 2000000){
avgFPS = 0;
}
//Set text to be rendered
timeText.str("");
timeText << "Average Frames Per Second " << avgFPS;
//Render text
if(!gFPSTextTexture.loadFromRenderedText(timeText.str().c_str(), textColor)){
printf("Unable to render FPS texture!\n");
}
gFPSTextTexture.render((SCREEN_WIDTH-gFPSTextTexture.getWidth())/2, 0);
//Move and render the balls inside the vector gBalls
for(int i = 0; i < nBalls; i++){
//bug: Needs to include all the balls inside the gBalls for the move method
gBalls.at(i).move(ball.getCollider());
gBalls.at(i).render();
}
//Update screen
SDL_RenderPresent(gRenderer);
++countedFrames;
}
}
}
//Free resources and close SDL
close();
return 0;
}
示例8: main
int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Load media
if( !loadMedia() )
{
printf( "Failed to load media!\n" );
}
else
{
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//Set text color as black
SDL_Color textColor = { 0, 0, 0, 255 };
//The frames per second timer
LTimer fpsTimer;
//In memory text stream
std::stringstream timeText;
//Start counting frames per second
int countedFrames = 0;
fpsTimer.start();
//While application is running
while( !quit )
{
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
}
//Calculate and correct fps
float avgFPS = countedFrames / ( fpsTimer.getTicks() / 1000.f );
if( avgFPS > 2000000 )
{
avgFPS = 0;
}
//Set text to be rendered
timeText.str( "" );
timeText << "Average Frames Per Second " << avgFPS;
//Render text
if( !gFPSTextTexture.loadFromRenderedText( timeText.str().c_str(), textColor ) )
{
printf( "Unable to render FPS texture!\n" );
}
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render textures
gFPSTextTexture.render( ( SCREEN_WIDTH - gFPSTextTexture.getWidth() ) / 2, ( SCREEN_HEIGHT - gFPSTextTexture.getHeight() ) / 2 );
//Update screen
SDL_RenderPresent( gRenderer );
++countedFrames;
}
}
}
//Free resources and close SDL
close();
return 0;
}
示例9: main
//.........这里部分代码省略.........
anim++;
if(anim == 420)
anim = 0;
// // // RENDERING // // // // // // RENDERING // // // // // // RENDERING // // // // // // RENDERING // // // // // // RENDERING // // //
SDL_Color textColor = { 0xff, 0x00, 0xBA };
SDL_Rect textRect = {200, 0, 64, 32};
char* pScore = new char[6];
sprintf(pScore, "%d", player.score);
std::string pScoreStr;
for(int i = 0; i < 3; ++i)
{
pScoreStr.push_back(pScore[i]);
}
scoreTex.loadFromRenderedText("SCORE : " + pScoreStr, textColor, game.getRenderer(), menu.font);
SDL_SetRenderDrawColor( game.getRenderer(), 0x00, 0x00, 0x00, 0x00 );
SDL_RenderClear( game.getRenderer() );
//"SCORE : " + pScoreStr
for(int i = 0; i < 400; i++) {
//printf( "%d = %d \n ", i, tiles[i]->getType());
tiles[i]->show(game.getRenderer());
}
for( int i = 0; i < coins.size(); ++i)
{
coins[i].show( game.getRenderer() );
}
for (int i = 0; i < 4; i++){
ghosts[i]->render(game.getRenderer());
}
bool pace = anim % 20 > 10;
if(player.CurrentDirection == MovementLeft || player.CurrentDirection == MovementRight)
{
if(pace)
{
player.setPlayerTex(&playerTextures[0]);
}
else
{
player.setPlayerTex(&playerTextures[1]);
}
if(player.CurrentDirection == MovementRight)
player.render(game.getRenderer(), SDL_FLIP_NONE , 32, 32);
if(player.CurrentDirection == MovementLeft)
player.render(game.getRenderer(), SDL_FLIP_HORIZONTAL , 32, 32);
}
if(player.CurrentDirection == MovementDown || player.CurrentDirection == MovementUp)
{
if(pace)
{
player.setPlayerTex(&playerTextures[2]);
}
else
{
player.setPlayerTex(&playerTextures[3]);
}
if(player.CurrentDirection == MovementUp)
player.render(game.getRenderer(), SDL_FLIP_NONE , 32, 32);
if(player.CurrentDirection == MovementDown)
player.render(game.getRenderer(), SDL_FLIP_VERTICAL , 32, 32);
}
//SpriteSheetTexture.NewRender(player.playerBox.x, player.playerBox.y, currentClip, gRenderer);
scoreTex.render(0, 0, game.getRenderer(), SDL_FLIP_NONE, 150, 40);
SDL_RenderPresent( game.getRenderer() );
float avgFPS = countedFrames / ( fpsTimer.getTicks() / 1000.f );
if( avgFPS > 2000000 )
{
avgFPS = 0;
}
++countedFrames;
int frameTicks = capTimer.getTicks();
if( frameTicks < gameEEN_TICK_PER_FRAME )
{
SDL_Delay( gameEEN_TICK_PER_FRAME - frameTicks );
}
}
//system("pause");
return 0;
}
示例10: start
int Saloon::start() {
if(_window != nullptr) {
// Create an OpenGL context associated with the window.
SDL_GLContext glContext = SDL_GL_CreateContext(_window);
// Init and check for GL Errors.
glInit(_displayWidth, _displayHeight);
GLenum error = glGetError();
if( error != GL_NO_ERROR )
{
logSDLError(std::cout, "GL INIT");
return 1;
}
LTimer fpsTimer;
fpsTimer.start();
Uint32 frames = 0, FPS = 0;
//Our event structure
SDL_Event e;
bool quit = false;
int curTime, prevTime = SDL_GetTicks();
BMFont debugFont("Fonts/system16.fnt");
onCreate();
while (!quit){
while (SDL_PollEvent(&e)){
if (e.type == SDL_QUIT)
quit = true;
//Use number input to select which clip should be drawn
if (e.type == SDL_KEYDOWN){
switch (e.key.keysym.sym){
case SDLK_ESCAPE:
quit = true;
break;
case SDLK_TAB:
if(_debugEnabled) {
setVSyncEnabled(false);
}
break;
default:
break;
}
}
else if(e.type == SDL_KEYUP) {
switch (e.key.keysym.sym){
case SDLK_TAB:
if(_debugEnabled) {
setVSyncEnabled(true);
}
break;
default:
break;
}
}
}
if(_debugEnabled) {
debugStart();
curTime = SDL_GetTicks();
deltaTime = (curTime - prevTime) / 1000.0f;
prevTime = curTime;
if(fpsTimer.getTicks() >= 1000) {
FPS = frames;
frames = 0;
fpsTimer.reset();
}
frames++;
debugWatch("FPS", FPS);
}
onUpdate();
glClear(GL_COLOR_BUFFER_BIT);
//Reset modelview matrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glPushMatrix();
glTranslatef(_halfDisplayWidth, _halfDisplayHeight, 0.0f);
glPushMatrix();
// Camera transformations
glScalef(_camZoom, _camZoom, 1.0f);
glRotatef(_camAng, 0, 0, 1);
//.........这里部分代码省略.........
示例11: main
int main(int argc, char **argv) {
// Init all SDl stuff
SDL_Routine SDL_hdl;
if (SDL_hdl.InitSDL()) {
logSDLError(std::cout, "SDL Init");
return 1;
}
SDL_Texture *bg = loadTexture("res/bg.png", SDL_hdl.Render);
Character Alice;
Alice.loadTex("res/Alice_spritesheet.png", SDL_hdl.Render);
if (bg == nullptr || Alice.char_tex == nullptr)
return 4;
const Uint8 *keys = SDL_GetKeyboardState(nullptr);
// Main Loop
Mix_Music *bg_mus = loadBGMusic("res/bg.mp3");
playBGMusic(bg_mus);
bool mus_status = true;
SDL_Event e;
bool show_fps = true;
bool quit = false;
TTF_Font* fps_font = openFont("res/beau.ttf", 25);
SDL_Color textColor = {0, 0, 0};
std::stringstream fps_text;
SDL_Texture* txt_image;
//SDL_Texture* txt_image = renderText("FPS test text", fps_font, textColor, renderer);
//if (txt_image == nullptr) {
// return 1;
//}
LTimer fpsTimer;
int countedFrames = 0;
std::stringstream fpsText;
float avgFPS = 0;
fpsTimer.start();
while (!quit) {
SDL_RenderClear(SDL_hdl.Render);
int bW, bH;
SDL_QueryTexture(bg, NULL, NULL, &bW, &bH);
// Calculate FPS
avgFPS = countedFrames / ( fpsTimer.getTicks() / 1000.f );
if ( avgFPS > 2000000 )
avgFPS = 0;
fps_text.str("");
fps_text << "FPS: " << avgFPS;
// Render BG
SDL_Rect bg_box;
bg_box.x = 0;
bg_box.y = 0;
bg_box.w = SCREEN_WIDTH;
bg_box.h = SCREEN_HEIGHT;
renderTexture(bg, SDL_hdl.Render, bg_box, nullptr);
// Show FPS
if (show_fps) {
txt_image = renderText(fps_text.str().c_str(), fps_font, textColor, SDL_hdl.Render);
if (txt_image == nullptr) {
return 1;
}
}
//SDL_PumpEvents();
if (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT)
quit = true;
if (e.type == SDL_MOUSEBUTTONDOWN)
quit = true;
}
if (keys[SDL_SCANCODE_LEFT]) {
Alice.direction_state = 6;
Alice.anim_frame = Alice.frame / 4;
if (Alice.char_box.x > 0)
Alice.char_box.x -= VELOCITY;
}
if (keys[SDL_SCANCODE_RIGHT]) {
Alice.direction_state = 2;
Alice.anim_frame = Alice.frame / 4;
if (Alice.char_box.x <= (SCREEN_WIDTH - SPRITE_SIZE * 3))
Alice.char_box.x += VELOCITY;
}
if (keys[SDL_SCANCODE_UP]) {
//.........这里部分代码省略.........
示例12: main
int main(int argc, char* args[])
{
if (!init())
{
printf("Failed to initialize!\n");
}
else
{
if (!loadMedia())
{
printf("Failed to load media!\n");
}
else
{
bool quit = false;
SDL_Event e;
LTexture word;
SDL_Color textColor = { 0, 0, 0, 255 };
std::stringstream timeText;
LButton* ptrButton[NUMBER_OF_BUTTON];
for (int i = 0; i < NUMBER_OF_BUTTON; ++i)
{
ptrButton[i] = &gButton[i];
}
bool temp[NUMBER_OF_BUTTON] = { false };
while (!quit)
{
while (SDL_PollEvent(&e) != 0)
{
if (e.type == SDL_QUIT)
{
quit = true;
}
for (int i = 0; i < NUMBER_OF_BUTTON; ++i)
{
temp[i] = ptrButton[i]->handleEvent(e);
}
for (int i = 0; i < NUMBER_OF_TILE * 4; i++)
{
gTile[i].handleEvent(e);
}
//Handle window events
gWindow.handleEvent(e);
if (gWindow.isMinimized())
{
gTimer.pause();
}
else
{
gTimer.unpause();
}
}
logicButtons(temp);
// for (int i = 0; i < 5; ++i){
// for (int g = 0; g < 6; ++g){
// board.unblock(i, g);
// }
// }
// for (int i = 0; i < 5; ++i){
// for (int g = 0; g < 6; ++g){
// board.unblock(i, g);
// }
// }
if (!gWindow.isMinimized())
{
SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(gRenderer);
renderTexture(&gSceneTexture, 0, 0, gWindow.getWidth(),
gWindow.getHeight());
for (int i = 0; i < NUMBER_OF_BUTTON; ++i)
{
ptrButton[i]->setPosition(650, 50 + 40 * i);
ptrButton[i]->renderButton();
}
timeText.str("");
timeText << "Time: " << std::fixed << std::setprecision(1)
<< (gTimer.getTicks() / 1000.f);
//Render text
if (!word.loadFromRenderedText(timeText.str().c_str(),
textColor))
{
printf("Unable to render time texture!\n");
}
word.render(20, 550);
if (gPtrHelp == NULL)
{
//.........这里部分代码省略.........