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#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <iostream>
#include <random>
#include <windows.h>
#include "Node.h"
#include <stack>
const int WINDOW_X = 600;
const int WINDOW_Y = 800;
float elap_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));
}
int main() {
std::mt19937 rng(time(NULL));
std::uniform_int_distribution<int> rgen(0, 4);
std::vector<Node> node_vec;
std::stack<Node*>* front_stack = new std::stack<Node*>();
std::stack<Node*>* back_stack = new std::stack<Node*>();
// Init nodes, random value, push to front_stack
for (int x = 0; x < Node::x_bound; x++) {
for (int y = 0; y < Node::y_bound; y++) {
node_vec.push_back(Node(sf::Vector2i(x, y)));
if (rgen(rng) == 1) {
node_vec.at(node_vec.size() - 1).Revive();
front_stack->push(&node_vec.at(node_vec.size() - 1));
}
}
}
// Spites for drawing, probably where the biggest slowdown is
sf::RectangleShape live_node;
sf::RectangleShape dead_node;
live_node.setFillColor(sf::Color::Blue);
dead_node.setFillColor(sf::Color::Green);
live_node.setSize(sf::Vector2f(WINDOW_X / Node::x_bound, WINDOW_Y / Node::y_bound));
dead_node.setSize(sf::Vector2f(WINDOW_X / Node::x_bound, WINDOW_Y / Node::y_bound));
// Init window, and loop data
sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "Classic Games");
float step_size = 0.0005f;
double frame_time = 0.0, elapsed_time = 0.0, delta_time = 0.0, accumulator_time = 0.0, current_time = 0.0;
int frame_count = 0;
while (window.isOpen()) {
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed)
window.close();
}
// Time keeping
elapsed_time = elap_time();
delta_time = elapsed_time - current_time;
current_time = elapsed_time;
if (delta_time > 0.02f)
delta_time = 0.02f;
accumulator_time += delta_time;
while ((accumulator_time - step_size) >= step_size) {
accumulator_time -= step_size;
// Do nothing, FPS tied update()
}
// Implicit dead node color
window.clear(sf::Color::Black);
for (int i = 0; i < node_vec.size(); i++) {
node_vec.at(i).Update(&node_vec);
}
for (int i = 0; i < node_vec.size(); i++) {
node_vec.at(i).ShiftState();
}
for (int i = 0; i < node_vec.size(); i++) {
if (node_vec.at(i).CurrentState() == true) {
live_node.setPosition((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height);
window.draw(live_node);
}
else {
//dead_node.setPosition(i % Node::x_bound * dead_node.getGlobalBounds().width, i / Node::x_bound * dead_node.getGlobalBounds().height);
//window.draw(live_node);
}
}
frame_count++;
window.display();
}
return 0;
}