From 072bb13ce1b7006411877ad300af523efe2a4d07 Mon Sep 17 00:00:00 2001 From: MitchellHansen Date: Tue, 24 Nov 2015 14:29:54 -0800 Subject: [PATCH] Change pipe gap, speed, cleaned up a bit. I think I'm happy with this --- Flappy/main.cpp | 89 ++++++++++++++++++++++++------------------------- 1 file changed, 43 insertions(+), 46 deletions(-) diff --git a/Flappy/main.cpp b/Flappy/main.cpp index 9e7e753..f696c28 100644 --- a/Flappy/main.cpp +++ b/Flappy/main.cpp @@ -7,7 +7,6 @@ const float g = 7.8; const int WINDOW_X = 600; const int WINDOW_Y = 800; -const int pipe_dist = 200; float elap_time() { static __int64 start = 0; @@ -29,6 +28,8 @@ int main() std::mt19937 rng(time(NULL)); std::uniform_int_distribution rgen(100, 400); + int pipe_dist = 200; + sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "flappy"); // Init flappy @@ -45,7 +46,7 @@ int main() sf::Texture background = sf::Texture(); background.loadFromFile("Assets\\sky.png"); sf::Sprite background_sprite = sf::Sprite(background); background_sprite.setPosition(0, 0); background_sprite.setScale(8, 8); sf::Texture land = sf::Texture(); land.loadFromFile("Assets\\land.png"); - sf::Sprite land_sprite = sf::Sprite(land); land_sprite.setPosition(0, WINDOW_Y - WINDOW_Y / 10); land_sprite.setScale(2, 2); + sf::Sprite land_sprite = sf::Sprite(land); land_sprite.setPosition(0, WINDOW_Y - WINDOW_Y / 10); land_sprite.setScale(3, 2); sf::Texture pipe_up, pipe_down = sf::Texture(); pipe_down.loadFromFile("Assets\\pipe-down.png"); pipe_up.loadFromFile("Assets\\pipe-up.png"); sf::Sprite pipe_up_sprite = sf::Sprite(pipe_up); sf::Sprite pipe_down_sprite = sf::Sprite(pipe_down); sf::Texture pipe_shaft = sf::Texture(); pipe_shaft.loadFromFile("Assets\\pipe.png"); @@ -53,37 +54,41 @@ int main() double momentum = 0; float step_size = 0.005f; - double frame_time = 0.0, instant_fps = 0.0, render_fps = 0.0, physics_fps = 0.0, elapsed_time = 0.0, delta_time = 0.0, accumulator_time = 0.0, current_time = 0.0; - int render_frame_count = 0, physics_frame_count = 0; + double frame_time = 0.0, elapsed_time = 0.0, delta_time = 0.0, accumulator_time = 0.0, current_time = 0.0; float speed = 250; while (window.isOpen()) { - sf::Event event; + sf::Event event; // Handle input while (window.pollEvent(event)) { - if (event.type == sf::Event::Closed) { + if (event.type == sf::Event::Closed) window.close(); - } - if (event.type == sf::Event::MouseWheelScrolled) { - if (event.mouseWheelScroll.wheel == sf::Mouse::VerticalWheel) { + if (event.type == sf::Event::MouseWheelScrolled) + if (event.mouseWheelScroll.wheel == sf::Mouse::VerticalWheel) speed += event.mouseWheelScroll.delta * 20; - } + if(event.type == sf::Event::KeyPressed) + if (event.key.code == sf::Keyboard::Space) + momentum = -2; + if (event.type == sf::Event::MouseButtonPressed) { + if (event.mouseButton.button == sf::Mouse::Right) + pipe_dist -= 10; + if (event.mouseButton.button == sf::Mouse::Middle) + pipe_dist += 10; + if (event.mouseButton.button == sf::Mouse::Left) + momentum = -2; } } - elapsed_time = elap_time(); + elapsed_time = elap_time(); // Handle 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) { + while ((accumulator_time - step_size) >= step_size) { // While the frame has sim time, update accumulator_time -= step_size; - // Update logic - // Move pipes, background, floor - if (pipe_down_sprite.getPosition().x < -pipe_down_sprite.getGlobalBounds().width) { pipe_down_sprite.setPosition(WINDOW_X, rgen(rng)); pipe_up_sprite.setPosition(WINDOW_X, pipe_down_sprite.getPosition().y + pipe_dist); @@ -92,58 +97,50 @@ int main() pipe_up_sprite.setPosition(pipe_up_sprite.getPosition().x - step_size * speed, pipe_up_sprite.getPosition().y); pipe_down_sprite.setPosition(pipe_down_sprite.getPosition().x - step_size * speed, pipe_down_sprite.getPosition().y); } - - if (background_sprite.getPosition().x + background_sprite.getGlobalBounds().width < WINDOW_X) { + if (background_sprite.getPosition().x + background_sprite.getGlobalBounds().width < WINDOW_X) background_sprite.setPosition(0, 0); - } - else { + else background_sprite.setPosition(background_sprite.getPosition().x - step_size * (speed - 100), background_sprite.getPosition().y); - } - - if (land_sprite.getPosition().x + 10 + land_sprite.getGlobalBounds().width < WINDOW_X) { + if (land_sprite.getPosition().x + 10 + land_sprite.getGlobalBounds().width < WINDOW_X) land_sprite.setPosition(14, land_sprite.getPosition().y); - } - else { + else land_sprite.setPosition(land_sprite.getPosition().x - step_size * speed, land_sprite.getPosition().y); - } - - // Check collisions - if (flappy.getPosition().y > land_sprite.getPosition().y) { - flappy.setPosition(WINDOW_X / 2, WINDOW_Y / 2); - momentum = 0; - std::cout << "dead\n"; - } sf::Vector2f f_pos = flappy.getPosition(); + sf::FloatRect f_rec = flappy.getGlobalBounds(); sf::Vector2f p_pos = pipe_up_sprite.getPosition(); + sf::FloatRect p_rec = pipe_up_sprite.getGlobalBounds(); - if (((f_pos.x < p_pos.x + 26) && (f_pos.x > p_pos.x)) && ((f_pos.y > p_pos.y) || (f_pos.y < p_pos.y - pipe_dist))) { - f_pos = sf::Vector2f(WINDOW_X / 2, WINDOW_Y / 2); - momentum = 0; - std::cout << "dead\n "; + // Check collisions + if (f_pos.y > land_sprite.getPosition().y) { + f_pos = sf::Vector2f(WINDOW_X / 2, p_pos.y - pipe_dist / 2); + momentum = -2; + std::cout << "\ndead " + std::to_string(flappy.getPosition().y); } - // Get input - if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space) || sf::Mouse::isButtonPressed(sf::Mouse::Left)) { + if (f_pos.x < p_pos.x + p_rec.width && + f_pos.x + f_rec.width > p_pos.x && + (f_pos.y > p_pos.y || f_pos.y < p_pos.y - pipe_dist) && + (f_rec.height + f_pos.y > p_pos.y || f_rec.height + f_pos.y < p_pos.y + p_rec.height - pipe_dist)) { + + f_pos = sf::Vector2f(WINDOW_X / 2, p_pos.y - pipe_dist / 2); momentum = -2; + std::cout << "\ndead " + std::to_string(flappy.getPosition().y); } - momentum += g * step_size; + + momentum += g * step_size; // Impart gravity f_pos.y += momentum; flappy.setPosition(f_pos); - - physics_frame_count++; } - - window.clear(sf::Color::Black); - window.draw(background_sprite); + window.draw(background_sprite); // Render window.draw(land_sprite); window.draw(flappy); window.draw(pipe_up_sprite); window.draw(pipe_down_sprite); - pipe_shaft_sprite.setPosition(pipe_up_sprite.getPosition()); + pipe_shaft_sprite.setPosition(pipe_up_sprite.getPosition()); // Render the bottom pipe int y_pos = pipe_up_sprite.getPosition().y + pipe_up_sprite.getGlobalBounds().height; while (y_pos < WINDOW_Y) { pipe_shaft_sprite.setPosition(pipe_shaft_sprite.getPosition().x, y_pos); @@ -151,7 +148,7 @@ int main() window.draw(pipe_shaft_sprite); } - y_pos = pipe_down_sprite.getPosition().y; + y_pos = pipe_down_sprite.getPosition().y; // Render the top pipe while (y_pos > 0) { pipe_shaft_sprite.setPosition(pipe_shaft_sprite.getPosition().x, y_pos); y_pos--;