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#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <iostream>
#include <random>
#include <windows.h>
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;
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(100, 400);
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(2, 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, 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;
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) {
window.close();
}
}
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;
// 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);
}
else {
pipe_up_sprite.setPosition(pipe_up_sprite.getPosition().x - step_size * 250, pipe_up_sprite.getPosition().y);
pipe_down_sprite.setPosition(pipe_down_sprite.getPosition().x - step_size * 250, 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 * 150, 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 * 250, 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::Vector2f p_pos = pipe_up_sprite.getPosition();
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 ";
}
// Get input
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space) || sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
momentum = -2;
}
momentum += g * step_size;
f_pos.y += momentum;
flappy.setPosition(f_pos);
physics_frame_count++;
}
window.clear(sf::Color::Black);
window.draw(background_sprite);
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());
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;
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;
}