#include #include #include #include #include #include "Collider.hpp" #include "Platforms.hpp" #include "Player.hpp" #include "Thread.hpp" #include "Timeline.hpp" #include "Server.hpp" // Global window size int WINDOW_WIDTH = 800; int WINDOW_HEIGHT = 600; Timeline gameTime = Timeline(1); std::vector objects; /** * @brief Jayden Sansom, jksanso2 * HW 2 Part 4 * * @return int exit code */ int main() { // Mutex to handle locking, condition variable to handle notifications between threads std::mutex m; std::condition_variable cv; Server server = Server(); Thread reciverThread = Thread(0, nullptr, &m, &cv, [&]() { server.replierFunction(); }); std::thread runReplier(run_wrapper, &reciverThread); // Create floor Platform* floor = new Platform(0.f, 550.f, 800.f, 50.f); floor->setCollisionEnabled(true); Object floorObj = {"floor", floor}; objects.push_back(&floorObj); // Create moving platform MovingPlatform* movingPlatform = new MovingPlatform(30.f, 400.f, 160.f, 600.f, 450.f, 180.f, 50.f, 1.f); movingPlatform->setCollisionEnabled(true); Object mpObj = {"movingPlatform1", movingPlatform}; objects.push_back(&mpObj); // Set up time variables float previousTime = gameTime.getTime(); float currentTime, elapsed; while(true) { if(gameTime.isPaused()) { elapsed = 0.f; // It just works "¯\_(ツ)_/¯ " } else { currentTime = gameTime.getTime(); elapsed = (currentTime - previousTime) / 1000.f; } // Update all shared objects that can be updated movingPlatform->update(elapsed); server.publishFunction(&objects); previousTime = currentTime; } return 0; // Return on end }