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#include <SFML/Window.hpp>
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include <random>
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#include <chrono>
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#ifdef linux
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#elif defined _WIN32
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#elif defined TARGET_OS_MAC
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#endif
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const float g = 7.8;
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const int WINDOW_X = 600;
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const int WINDOW_Y = 800;
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float elap_time() {
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static std::chrono::time_point<std::chrono::system_clock> start;
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static bool started = false;
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if (!started) {
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start = std::chrono::system_clock::now();
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started = true;
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}
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std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
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std::chrono::duration<double> elapsed_time = now - start;
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return static_cast<float>(elapsed_time.count());
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}
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int main()
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{
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std::mt19937 rng(time(NULL));
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std::uniform_int_distribution<int> rgen(100, 400);
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int pipe_dist = 200;
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "flappy");
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// Init flappy
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sf::Texture flappy_texture[4] = { sf::Texture(), sf::Texture(), sf::Texture(), sf::Texture() };
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for (int i = 0; i < 4; i++) {
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flappy_texture[i].loadFromFile("../Assets/bird.png", sf::IntRect(0, i*12, 34, 24));
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}
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sf::RectangleShape flappy(sf::Vector2f(34, 24));
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flappy.setTexture(&flappy_texture[0],false);
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flappy.setPosition(WINDOW_X / 2, WINDOW_Y / 2);
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// Init world
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sf::Texture background = sf::Texture(); background.loadFromFile("../Assets/sky.png");
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sf::Sprite background_sprite = sf::Sprite(background); background_sprite.setPosition(0, 0); background_sprite.setScale(8, 8);
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sf::Texture land = sf::Texture(); land.loadFromFile("../Assets/land.png");
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sf::Sprite land_sprite = sf::Sprite(land); land_sprite.setPosition(0, WINDOW_Y - WINDOW_Y / 10); land_sprite.setScale(3, 2);
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sf::Texture pipe_up, pipe_down = sf::Texture(); pipe_down.loadFromFile("../Assets/pipe-down.png"); pipe_up.loadFromFile("../Assets/pipe-up.png");
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sf::Sprite pipe_up_sprite = sf::Sprite(pipe_up); sf::Sprite pipe_down_sprite = sf::Sprite(pipe_down);
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sf::Texture pipe_shaft = sf::Texture(); pipe_shaft.loadFromFile("../Assets/pipe.png");
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sf::Sprite pipe_shaft_sprite = sf::Sprite(pipe_shaft);
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double momentum = 0;
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float step_size = 0.005f;
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double frame_time = 0.0, elapsed_time = 0.0, delta_time = 0.0, accumulator_time = 0.0, current_time = 0.0;
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float speed = 250;
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while (window.isOpen())
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{
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sf::Event event; // Handle input
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while (window.pollEvent(event)) {
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if (event.type == sf::Event::Closed)
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window.close();
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if (event.type == sf::Event::MouseWheelScrolled)
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if (event.mouseWheelScroll.wheel == sf::Mouse::VerticalWheel)
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speed += event.mouseWheelScroll.delta * 20;
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if(event.type == sf::Event::KeyPressed)
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if (event.key.code == sf::Keyboard::Space)
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momentum = -2;
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if (event.type == sf::Event::MouseButtonPressed) {
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if (event.mouseButton.button == sf::Mouse::Right)
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pipe_dist -= 10;
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if (event.mouseButton.button == sf::Mouse::Middle)
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pipe_dist += 10;
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if (event.mouseButton.button == sf::Mouse::Left)
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momentum = -2;
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}
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}
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elapsed_time = elap_time(); // Handle time
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if (delta_time > 0.02f)
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delta_time = 0.02f;
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accumulator_time += delta_time;
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while ((accumulator_time - step_size) >= step_size) { // While the frame has sim time, update
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accumulator_time -= step_size;
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if (pipe_down_sprite.getPosition().x < -pipe_down_sprite.getGlobalBounds().width) {
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pipe_down_sprite.setPosition(WINDOW_X, rgen(rng));
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pipe_up_sprite.setPosition(WINDOW_X, pipe_down_sprite.getPosition().y + pipe_dist);
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}
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else {
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pipe_up_sprite.setPosition(pipe_up_sprite.getPosition().x - step_size * speed, pipe_up_sprite.getPosition().y);
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pipe_down_sprite.setPosition(pipe_down_sprite.getPosition().x - step_size * speed, pipe_down_sprite.getPosition().y);
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}
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if (background_sprite.getPosition().x + background_sprite.getGlobalBounds().width < WINDOW_X)
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background_sprite.setPosition(0, 0);
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else
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background_sprite.setPosition(background_sprite.getPosition().x - step_size * (speed - 100), background_sprite.getPosition().y);
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if (land_sprite.getPosition().x + 10 + land_sprite.getGlobalBounds().width < WINDOW_X)
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land_sprite.setPosition(14, land_sprite.getPosition().y);
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else
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land_sprite.setPosition(land_sprite.getPosition().x - step_size * speed, land_sprite.getPosition().y);
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sf::Vector2f f_pos = flappy.getPosition();
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sf::FloatRect f_rec = flappy.getGlobalBounds();
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sf::Vector2f p_pos = pipe_up_sprite.getPosition();
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sf::FloatRect p_rec = pipe_up_sprite.getGlobalBounds();
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// Check collisions
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if (f_pos.y > land_sprite.getPosition().y) {
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f_pos = sf::Vector2f(WINDOW_X / 2, p_pos.y - pipe_dist / 2);
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momentum = -2;
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std::cout << "\ndead " + std::to_string(flappy.getPosition().y);
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}
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if (f_pos.x < p_pos.x + p_rec.width &&
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f_pos.x + f_rec.width > p_pos.x &&
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(f_pos.y > p_pos.y || f_pos.y < p_pos.y - pipe_dist) &&
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(f_rec.height + f_pos.y > p_pos.y || f_rec.height + f_pos.y < p_pos.y + p_rec.height - pipe_dist)) {
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f_pos = sf::Vector2f(WINDOW_X / 2, p_pos.y - pipe_dist / 2);
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momentum = -2;
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std::cout << "\ndead " + std::to_string(flappy.getPosition().y);
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}
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momentum += g * step_size; // Impart gravity
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f_pos.y += momentum;
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flappy.setPosition(f_pos);
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}
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window.draw(background_sprite); // Render
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window.draw(land_sprite);
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window.draw(flappy);
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window.draw(pipe_up_sprite);
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window.draw(pipe_down_sprite);
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pipe_shaft_sprite.setPosition(pipe_up_sprite.getPosition()); // Render the bottom pipe
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int y_pos = pipe_up_sprite.getPosition().y + pipe_up_sprite.getGlobalBounds().height;
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while (y_pos < WINDOW_Y) {
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pipe_shaft_sprite.setPosition(pipe_shaft_sprite.getPosition().x, y_pos);
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y_pos++;
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window.draw(pipe_shaft_sprite);
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}
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y_pos = pipe_down_sprite.getPosition().y; // Render the top pipe
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while (y_pos > 0) {
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pipe_shaft_sprite.setPosition(pipe_shaft_sprite.getPosition().x, y_pos);
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y_pos--;
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window.draw(pipe_shaft_sprite);
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}
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window.display();
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}
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return 0;
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}
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