#include #include #include #include #include #include "GameObject.hpp" #include "Platforms.hpp" #include "Player.hpp" #include "HiddenObjects.hpp" #include "EventManager.hpp" #include "Thread.hpp" #include "Timeline.hpp" #include "Server.hpp" // Global window size int WINDOW_WIDTH = 300; int WINDOW_HEIGHT = 400; Timeline gameTime = Timeline(1); std::vector objects; /** * @brief Jayden Sansom, jksanso2 * HW 5 Part 2 * * @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 sidebar left Platform* sidebar1 = new Platform(0.f, 0.f, 15.f, WINDOW_HEIGHT, sf::Color(0, 0, 0, 0)); sidebar1->setCollisionEnabled(true); GameObject sidebar1Obj = GameObject("sidebar1", sidebar1); objects.push_back(&sidebar1Obj); // Create sidebar right Platform* sidebar2 = new Platform(WINDOW_WIDTH - 15.f, 0.f, 15.f, WINDOW_HEIGHT, sf::Color(0, 0, 0, 0)); sidebar2->setCollisionEnabled(true); GameObject sidebar2Obj = GameObject("sidebar2", sidebar2); objects.push_back(&sidebar2Obj); // 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; } server.publishFunction(&objects); previousTime = currentTime; } return 0; // Return on end }