#include #include #include #include #include const float g = 7.8; 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 rgen(100, 400); int pipe_dist = 200; sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "flappy"); // Init flappy sf::Texture flappy_texture[4] = { sf::Texture(), sf::Texture(), sf::Texture(), sf::Texture() }; for (int i = 0; i < 4; i++) { flappy_texture[i].loadFromFile("Assets\\bird.png", sf::IntRect(0, i*12, 34, 24)); } sf::RectangleShape flappy(sf::Vector2f(34, 24)); flappy.setTexture(&flappy_texture[0],false); flappy.setPosition(WINDOW_X / 2, WINDOW_Y / 2); // Init world 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(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"); sf::Sprite pipe_shaft_sprite = sf::Sprite(pipe_shaft); double momentum = 0; float step_size = 0.005f; 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; // Handle input while (window.pollEvent(event)) { if (event.type == sf::Event::Closed) window.close(); 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(); // 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 the frame has sim time, update accumulator_time -= step_size; 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); } else { 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) background_sprite.setPosition(0, 0); 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) land_sprite.setPosition(14, land_sprite.getPosition().y); else land_sprite.setPosition(land_sprite.getPosition().x - step_size * speed, land_sprite.getPosition().y); 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(); // 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); } 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; // Impart gravity f_pos.y += momentum; flappy.setPosition(f_pos); } 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()); // 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); y_pos++; window.draw(pipe_shaft_sprite); } 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--; window.draw(pipe_shaft_sprite); } window.display(); } return 0; }