I am creating a 2D game using OpenGL and C ++.
I want the game to work at the same speed on different computers. At the moment, my game runs faster on my desktop than my laptop (i.e. my player moves faster on my desktop)
I was told about QueryPerformanceCounter (), but I don't know how to use this.
how can i use it or is there a better / easier way?
My display function
void display()
{
static long timestamp = clock();
float delta = (float)(clock() - timestamp) / CLOCKS_PER_SEC;
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
createBackground();
int curSpeed = (player.getVelocity()/player.getMaxSpeed())*100;
glColor3f(1.0,0.0,0.0);
glRasterPos2i(-screenWidth+20,screenHeight-50);
glPrint("Speed: %i",curSpeed);
glRasterPos2i(screenWidth-200,screenHeight-50);
glPrint("Lives: %i",lives);
glRasterPos2i(screenWidth-800,screenHeight-50);
glPrint("Heading: %f",player.getHeading());
for(int i = 0;i<90;i++){
if (numBullets[i].fireStatus == true){
numBullets[i].updatePosition(player);
if (numBullets[i].getXPos() > screenWidth || numBullets[i].getXPos() < -screenWidth || numBullets[i].getYPos() > screenHeight || numBullets[i].getYPos() < -screenHeight ){
numBullets[i].fireStatus = false;
numBullets[i].reset(player);
numBullets[i].~Bullet();
}
}
}
player.updatePosition(playerTex,delta);
glFlush();
timestamp = clock();
}
My positiom method for updating
void Player::updatePosition(GLuint playerTex, float factor){
glPushMatrix();
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, playerTex);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTranslatef(factor*XPos, factor*YPos, 0.0);
glRotatef(heading, 0,0,1);
glColor3f(1.0,0.0,0.0);
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 1.0); glVertex2f(-40,40);
glTexCoord2f(0.0, 0.0); glVertex2f(-40,-40);
glTexCoord2f(1.0, 0.0); glVertex2f(40,-40);
glTexCoord2f(1.0, 1.0); glVertex2f(40,40);
glEnd();
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
XPos += speed*cos((90+heading)*(PI/180.0f));
YPos += speed*sin((90+heading)*(PI/180.0f));
}