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#include "App.h"
#include <iostream>
#include "Map.h"
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#include <chrono>
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#ifdef linux
#elif defined _WIN32
#elif defined TARGET_OS_MAC
#endif
// ========== Constructors =============
App::App() {
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window = new sf::RenderWindow(sf::VideoMode(WINDOW_WIDTH, WINDOW_HEIGHT), "aStart Pathing Demo");
}
App::~App() { }
// ========== Mutes =============
void App::Init() {
// Set up the background texture
background_texture = new sf::Texture();
background_texture->loadFromFile("../assets/background.png");
backgroundSprite.setTexture(*background_texture);
// Pixel array for drawing the tiles, explorer
_pixelArray = new sf::Uint8[WINDOW_WIDTH * WINDOW_HEIGHT * 4];
pixel_array_texture.create(WINDOW_WIDTH, WINDOW_HEIGHT);
// Create the explorer, giving it a reference to the map data
explorer = new Explorer(&map);
}
void App::Input() {
while (window->pollEvent(event)) {
if (event.type == sf::Event::Closed)
window->close();
// Set the destination
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
sf::Vector2i mouse_position = sf::Mouse::getPosition(*window);
explorer->setDestination(sf::Vector2i(mouse_position.x/ 5, mouse_position.y/ 5));
}
if (event.type == sf::Event::KeyPressed) {
if (event.key.code == sf::Keyboard::Q) {
explorer->setDestination(sf::Vector2i(20, 20));
}
if (event.key.code == sf::Keyboard::W) {
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explorer->setDestination(sf::Vector2i(50, 50));
}
if (event.key.code == sf::Keyboard::E) {
explorer->setDestination(sf::Vector2i(100, 12));
}
}
}
}
void App::Update(double step_size) {
Input();
// Have the explorer go one move forward
explorer->move();
}
void App::Render() {
// HOUSEKEEPING
// Get the physics fps for the last render cycle
physics_fps = physics_frame_count * render_fps;
// Frame time in seconds
frame_time = delta_time * 1000;
// And the render fps
render_fps = 1000 / frame_time;
// RENDERING
// Clear and draw a fresh background
window->clear(sf::Color::Blue);
window->draw(backgroundSprite);
// Clean up the pixel array and reset everything to 0's again
for (int i = 0; i < WINDOW_WIDTH * WINDOW_HEIGHT * 4; i++) {
_pixelArray[i] = 0;
}
// Color all the tiles
for (int x = 0; x < Map::CELLS_WIDTH; x++) {
for (int y = 0; y < Map::CELLS_HEIGHT; y++) {
// Get the current cell position
sf::Vector2i pos;
pos.x = x;
pos.y = y;
// Use that to find the color of the tile at that position
sf::Color thing = map.getTile(pos)->getColor();
// Fill the 4x4 pixel area taken up by the cell
for (int x2 = 1; x2 < 5; x2++) {
for (int y2 = 1; y2 < 5; y2++) {
int pixel_x = (x * 5) + x2;
int pixel_y = (y * 5) + y2;
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4] = thing.r; // Red
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 1] = thing.g; // Green
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 2] = thing.b; // Blue
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 3] = thing.a; // Alpha
}
}
}
}
// Draw the explorer
// Basically the same as above, fills 4x4 area where the explorer is located
for (int x2 = 1; x2 < 5; x2++) {
for (int y2 = 1; y2 < 5; y2++) {
int pixel_x = (explorer->getPosition().x * 5) + x2;
int pixel_y = (explorer->getPosition().y * 5) + y2;
sf::Color color = explorer->getColor();
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4] = color.r; // Red
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 1] = color.g; // Green
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 2] = color.b; // Blue
_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 3] = color.a; // Alpha
}
}
// Update and draw the pixel array
pixel_array_texture.update(_pixelArray);
pixel_array_sprite.setTexture(pixel_array_texture);
window->draw(pixel_array_sprite);
// Finish!
window->display();
}
void App::Run() {
Init();
while (window->isOpen()) {
// Time since app start
elapsed_time = time();
// Time between last frame start and this frame
// 2 seconds = 30 seconds - 28 seconds
delta_time = elapsed_time - current_time;
current_time = elapsed_time;
// Make sure we aren't taking too big of steps when lagging
if (delta_time > 0.02f)
delta_time = 0.02f;
// Add the delta time to the leftover time from the last frame
accumulator_time += delta_time;
// While there is time left
while ((accumulator_time - step_size) >= step_size) {
// Take away the time we will be simulating
accumulator_time -= step_size;
// Update the game for the timestep
Update(step_size);
physics_frame_count++;
}
Render();
}
}
float App::time() {
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static std::chrono::time_point<std::chrono::system_clock> start;
static bool started = false;
if (!started) {
start = std::chrono::system_clock::now();
started = true;
}
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std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
std::chrono::duration<double> elapsed_time = now - start;
return static_cast<float>(elapsed_time.count());
}