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#include "App.h"
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#include <windows.h>
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#include <iostream>
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#include "Map.h"
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// ========== Constructors =============
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App::App() {
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window = new sf::RenderWindow(sf::VideoMode(WINDOW_WIDTH, WINDOW_HEIGHT), "SFML works!");
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}
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App::~App() { }
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// ========== Mutes =============
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void App::Init() {
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// Set up the background texture
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background_texture = new sf::Texture();
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background_texture->loadFromFile("background.png");
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backgroundSprite.setTexture(*background_texture);
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_pixelArray = new sf::Uint8[WINDOW_WIDTH * WINDOW_HEIGHT * 4];
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pixel_array_texture.create(WINDOW_WIDTH, WINDOW_HEIGHT);
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explorer = new Explorer(&map);
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}
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void App::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 (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
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sf::Vector2i mouse_position = sf::Mouse::getPosition(*window);
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explorer->setDestination(sf::Vector2i(mouse_position.x/ 5, mouse_position.y/ 5));
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}
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if (event.type == sf::Event::KeyPressed) {
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if (event.key.code == sf::Keyboard::Q) {
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explorer->setDestination(sf::Vector2i(20, 20));
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}
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if (event.key.code == sf::Keyboard::W) {
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explorer->setDestination(sf::Vector2i(50, 50));
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}
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if (event.key.code == sf::Keyboard::E) {
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explorer->setDestination(sf::Vector2i(100, 12));
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}
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}
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}
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}
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void App::Update(double step_size) {
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Input();
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explorer->move();
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}
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void App::Render() {
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// HOUSEKEEPING
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// Get the physics fps for the last render cycle
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physics_fps = physics_frame_count * render_fps;
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// Frame time in seconds
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frame_time = delta_time * 1000;
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// And the render fps
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render_fps = 1000 / frame_time;
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// RENDERING
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window->clear(sf::Color::Blue);
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window->draw(backgroundSprite);
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sf::Vector2i pos;
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for (int i = 0; i < WINDOW_WIDTH * WINDOW_HEIGHT * 4; i++) {
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_pixelArray[i] = 0;
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}
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// Draw the tiles
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for (int x = 0; x < Map::CELLS_WIDTH; x++) {
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for (int y = 0; y < Map::CELLS_HEIGHT; y++) {
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pos.x = x;
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pos.y = y;
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sf::Color thing = map.getTile(pos)->getColor();
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for (int x2 = 1; x2 < 5; x2++) {
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for (int y2 = 1; y2 < 5; y2++) {
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int pixel_x = (x * 5) + x2;
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int pixel_y = (y * 5) + y2;
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4] = thing.r; // Red
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 1] = thing.g; // Green
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 2] = thing.b; // Blue
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 3] = thing.a; // Alpha
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}
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}
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}
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}
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// Draw the explorer
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for (int x2 = 1; x2 < 5; x2++) {
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for (int y2 = 1; y2 < 5; y2++) {
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int pixel_x = (explorer->getPosition().x * 5) + x2;
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int pixel_y = (explorer->getPosition().y * 5) + y2;
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sf::Color color = explorer->getColor();
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4] = color.r; // Red
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 1] = color.g; // Green
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 2] = color.b; // Blue
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 3] = color.a; // Alpha
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}
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}
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pixel_array_texture.update(_pixelArray);
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pixel_array_sprite.setTexture(pixel_array_texture);
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window->draw(pixel_array_sprite);
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window->display();
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}
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void App::Run() {
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Init();
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while (window->isOpen()) {
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// Time since app start
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elapsed_time = time();
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// Time between last frame start and this frame
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// 2 seconds = 30 seconds - 28 seconds
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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// Make sure we aren't taking too big of steps when lagging
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if (delta_time > 0.02f)
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delta_time = 0.02f;
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// Add the delta time to the leftover time from the last frame
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accumulator_time += delta_time;
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// While there is time left
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while ((accumulator_time - step_size) >= step_size) {
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// Take away the time we will be simulating
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accumulator_time -= step_size;
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// Update the game for the timestep
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Update(step_size);
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physics_frame_count++;
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}
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Render();
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}
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}
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float App::time() {
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static __int64 start = 0;
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static __int64 frequency = 0;
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if (start == 0) {
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QueryPerformanceCounter((LARGE_INTEGER*)&start);
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QueryPerformanceFrequency((LARGE_INTEGER*)&frequency);
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return 0.0f;
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}
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__int64 counter = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&counter);
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return (float)((counter - start) / double(frequency));
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}
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