That was weird...

master
MitchellHansen 9 years ago
parent 62771d70dd
commit d8a198bff9

@ -0,0 +1,22 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.23107.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "aStar", "aStar\aStar.vcxproj", "{9035B83C-F117-480E-9DEB-435AA0EBEA3F}"
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Release|x64 = Release|x64
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{9035B83C-F117-480E-9DEB-435AA0EBEA3F}.Debug|x64.ActiveCfg = Debug|x64
{9035B83C-F117-480E-9DEB-435AA0EBEA3F}.Debug|x64.Build.0 = Debug|x64
{9035B83C-F117-480E-9DEB-435AA0EBEA3F}.Release|x64.ActiveCfg = Release|x64
{9035B83C-F117-480E-9DEB-435AA0EBEA3F}.Release|x64.Build.0 = Release|x64
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@ -0,0 +1,168 @@
#include "App.h"
#include <windows.h>
#include <iostream>
#include "Map.h"
// ========== Constructors =============
App::App() {
window = new sf::RenderWindow(sf::VideoMode(WINDOW_WIDTH, WINDOW_HEIGHT), "SFML works!");
}
App::~App() { }
// ========== Mutes =============
void App::Init() {
// Set up the background texture
background_texture = new sf::Texture();
background_texture->loadFromFile("background.png");
backgroundSprite.setTexture(*background_texture);
_pixelArray = new sf::Uint8[WINDOW_WIDTH * WINDOW_HEIGHT * 4];
pixel_array_texture.create(WINDOW_WIDTH, WINDOW_HEIGHT);
explorer = new Explorer(&map);
}
void App::Input() {
while (window->pollEvent(event)) {
if (event.type == sf::Event::Closed)
window->close();
if (event.type == sf::Event::KeyPressed) {
if (event.key.code == sf::Keyboard::Space) {
}
}
}
}
void App::Update(double step_size) {
Input();
}
void App::Render() {
// HOUSEKEEPING
// Get the physics fps for the last render cycle
physics_fps = physics_frame_count * render_fps;
// Frame time in seconds
frame_time = delta_time * 1000;
// And the render fps
render_fps = 1000 / frame_time;
// RENDERING
window->clear(sf::Color::Blue);
window->draw(backgroundSprite);
sf::Vector2i pos;
for (int i = 0; i < WINDOW_WIDTH * WINDOW_HEIGHT * 4; i++) {
_pixelArray[i] = 0;
}
// Draw the tiles
for (int x = 0; x < Map::CELLS_WIDTH; x++) {
for (int y = 0; y < Map::CELLS_HEIGHT; y++) {
pos.x = x;
pos.y = y;
sf::Color thing = map.getTile(pos)->getColor();
for (int x2 = 1; x2 < 5; x2++) {
for (int y2 = 1; y2 < 5; y2++) {
int pixel_x = (x * 5) + x2;
int pixel_y = (y * 5) + y2;
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4] = thing.r; // Red
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 1] = thing.g; // Green
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 2] = thing.b; // Blue
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 3] = thing.a; // Alpha
}
}
}
}
// Draw the player
for (int x2 = 1; x2 < 5; x2++) {
for (int y2 = 1; y2 < 5; y2++) {
int pixel_x = (explorer->getPosition().x * 5) + x2;
int pixel_y = (explorer->getPosition().y * 5) + y2;
sf::Color color = explorer->getColor();
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4] = color.r; // Red
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 1] = color.g; // Green
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 2] = color.b; // Blue
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 3] = color.a; // Alpha
}
}
pixel_array_texture.update(_pixelArray);
pixel_array_sprite.setTexture(pixel_array_texture);
window->draw(pixel_array_sprite);
window->display();
}
void App::Run() {
Init();
while (window->isOpen()) {
// Time since app start
elapsed_time = time();
// Time between last frame start and this frame
// 2 seconds = 30 seconds - 28 seconds
delta_time = elapsed_time - current_time;
current_time = elapsed_time;
// Make sure we aren't taking too big of steps when lagging
if (delta_time > 0.02f)
delta_time = 0.02f;
// Add the delta time to the leftover time from the last frame
accumulator_time += delta_time;
// While there is time left
while ((accumulator_time - step_size) >= step_size) {
// Take away the time we will be simulating
accumulator_time -= step_size;
// Update the game for the timestep
Update(step_size);
physics_frame_count++;
}
Render();
}
}
float App::time() {
static __int64 start = 0;
static __int64 frequency = 0;
if (start == 0) {
QueryPerformanceCounter((LARGE_INTEGER*)&start);
QueryPerformanceFrequency((LARGE_INTEGER*)&frequency);
return 0.0f;
}
__int64 counter = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&counter);
return (float)((counter - start) / double(frequency));
}

@ -5,7 +5,6 @@ Explorer::Explorer(Map* map_){
color = sf::Color::Blue;
position = sf::Vector2i(10, 10);
map = map_;
pather = new Pather(map_);
}
@ -25,7 +24,7 @@ bool Explorer::move() {
// While there are moves for us to take
if (!movement_stack.empty()) {
bool valid = false; // If the next move is valid, collision
int x = movement_stack.front();
int x = movement_stack.top();
switch (x) {
@ -60,13 +59,13 @@ bool Explorer::move() {
std::cout << "Path blocked" << std::endl;
// Flush the moves list
while(!movement_stack.empty()) {
movement_stack.pop_front();
movement_stack.pop();
}
return false;
}
// If everything went well, pop and return true
movement_stack.pop_front();
movement_stack.pop();
return true;
}
else
@ -75,6 +74,6 @@ bool Explorer::move() {
// A*
bool Explorer::plan(sf::Vector2i destination_) {
movement_stack = pather->pathTo(position, destination_);
return true;
}

@ -2,7 +2,6 @@
#include <SFML/Graphics.hpp>
#include <stack>
#include "Map.h"
#include "Pather.h"
class Explorer {
public:
@ -14,9 +13,8 @@ private:
sf::Color color;
sf::Vector2i position;
Map* map;
Pather* pather;
std::deque<int> movement_stack;
std::stack<int> movement_stack;
bool move();
bool plan(sf::Vector2i destination_);
};

@ -0,0 +1,56 @@
#include "Map.h"
#include <stdlib.h>
Map::Map() {
Init();
}
Map::~Map() {
}
Tile* Map::getTile(sf::Vector2i position_) {
if (position_.x > CELLS_WIDTH || position_.x < 0
|| position_.y > CELLS_HEIGHT || position_.y < 0) {
return nullptr;
}
return tileArray[position_.x][position_.y];
}
bool Map::isTileSolid(sf::Vector2i position_) {
if (position_.x > CELLS_WIDTH || position_.x < 0
|| position_.y > CELLS_HEIGHT || position_.y < 0) {
return true;
}
else
return tileArray[position_.x][position_.y]->isSolid();
}
Tile* Map::getTile(int x_, int y_) {
return tileArray[x_][y_];
}
void Map::setTile(sf::Vector2i position, Tile* data) {
delete tileArray[position.x][position.y];
tileArray[position.x][position.y] = data;
}
void Map::Init() {
int q;
for (int x = 0; x < CELLS_WIDTH; x++) {
for (int y = 0; y < CELLS_HEIGHT; y++) {
q = rand() % 100;
if (q > 70) {
tileArray[x][y] = new Tile(true, 100.0, sf::Color::Cyan);
}
else {
tileArray[x][y] = new Tile(false, 0.0, sf::Color::Red);
}
}
}
}

@ -0,0 +1,24 @@
#pragma once
#include "Tile.h"
#include <SFML/System/Vector2.hpp>
class Map {
public:
static const int CELLS_HEIGHT = 153;
static const int CELLS_WIDTH = 319;
Map();
~Map();
Tile* getTile(sf::Vector2i position);
Tile* getTile(int x_, int y_);
bool isTileSolid(sf::Vector2i);
void setTile(sf::Vector2i position, Tile* data);
private:
void Init();
Tile* tileArray[319][153];
};

@ -100,10 +100,6 @@ Pather::Pather(Map* map_) {
map = map_;
}
Pather::Pather() {
}
Pather::~Pather() {
}
@ -111,7 +107,7 @@ sf::Vector2i Pather::getEndNodePosition() {
return end_node->xy;
}
std::deque<int> Pather::pathTo(sf::Vector2i start, sf::Vector2i end) {
std::vector<int> Pather::pathTo(sf::Vector2i start, sf::Vector2i end) {
// Clear the visited map for erroneous data
for (int i = 0; i < Map::CELLS_WIDTH; i++) {
@ -133,13 +129,13 @@ std::deque<int> Pather::pathTo(sf::Vector2i start, sf::Vector2i end) {
openList.emplace(start_node, 0);
early_exit = false;
path_list = loop();
//path_list = Loop();
return path_list;
}
std::deque<int> Pather::loop() {
std::vector<int> Pather::loop() {
while (!openList.empty() && !early_exit) {
// Early exit jankyness, need to change this
if (closedList.size() > 3000) {
@ -176,17 +172,17 @@ std::deque<int> Pather::loop() {
}
}
std::deque<int> return_path = returnPath();
std::vector<int> return_path = returnPath();
if (no_path || return_path.empty()) {
return std::vector<int>(0, 0);
std::cout << " no return path " << std::endl;
return return_path;
}
return return_path;
}
std::deque<int> Pather::returnPath() {
std::deque<int> path;
std::vector<int> Pather::returnPath() {
std::vector<int> path;
while (active_node != nullptr) {
path.push_back(active_node->cameFrom);

@ -29,7 +29,6 @@ private:
class Pather {
public:
Pather(Map* map_);
Pather();
~Pather();
Map* map;
@ -38,9 +37,9 @@ public:
std::unordered_map<node*, int> closedList;
int visitedMap[App::WINDOW_HEIGHT][App::WINDOW_WIDTH];
std::deque<int> pathTo(sf::Vector2i start, sf::Vector2i end);
std::deque<int> loop();
std::deque<int> returnPath();
std::vector<int> pathTo(sf::Vector2i start, sf::Vector2i end);
std::vector<int> loop();
std::vector<int> returnPath();
sf::Vector2i getEndNodePosition();
@ -52,7 +51,7 @@ public:
private:
std::deque<int> path_list;
std::vector<int> path_list;
node* end_node;
};

@ -0,0 +1,37 @@
#include "Tile.h"
Tile::Tile(bool solid_, double movement_penalty_, sf::Color color_) {
solid = solid_;
movement_penalty = movement_penalty_;
color = color_;
}
Tile::Tile() {
solid = false;
movement_penalty = 0.0;
color = sf::Color::Red;
}
Tile::~Tile() {
}
bool Tile::isSolid() {
return solid;
}
double Tile::getPenalty() {
return movement_penalty;
}
sf::Color Tile::getColor() {
return color;
}
void Tile::Rewrite(bool solid_, double movement_penalty_, sf::Color color_) {
solid = solid_;
movement_penalty = movement_penalty_;
color = color_;
}

@ -0,0 +1,22 @@
#pragma once
#include <SFML\Graphics.hpp>
class Tile {
public:
Tile(bool solid_, double movement_penalty_, sf::Color color_);
Tile();
~Tile();
bool isSolid();
double getPenalty();
sf::Color getColor();
void Rewrite(bool solid_, double movement_penalty_, sf::Color color_);
private:
bool solid = false;
double movement_penalty = 0.0;
sf::Color color;
};

@ -0,0 +1,176 @@
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Width:  |  Height:  |  Size: 6.2 KiB

@ -1,7 +1,6 @@
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include "App.h"
#include "Pather.h"
int main()
{

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