parent
cbfba78b6b
commit
b615eb5edf
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup>
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<Filter Include="Source Files">
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<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
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<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
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</Filter>
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<Filter Include="Header Files">
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<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
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<Extensions>h;hh;hpp;hxx;hm;inl;inc;xsd</Extensions>
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</Filter>
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<Filter Include="Resource Files">
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<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
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<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="main.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Node.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Node.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@ -0,0 +1,87 @@
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#include "Node.h"
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Node::Node(sf::Vector2i position_) {
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position = position_;
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curr_state = false;
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next_state = false;
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}
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Node::~Node() {
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}
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void Node::Revive() {
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next_state = true;
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curr_state = true;
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}
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bool Node::CurrentState() {
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return curr_state;
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}
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void Node::ShiftState() {
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curr_state = next_state;
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}
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void Node::Update(std::vector<Node> *node_vec) {
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int neighbors = 0;
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// x , y + 1
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// x + 1 , y
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// x , y - 1
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// x - 1 , y
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if (position.x < x_bound - 1 && position.x > -1 && position.y + 1 < y_bound - 1 && position.y + 1 > -1) {
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if (node_vec->at(multi_to_linear(sf::Vector2i(position.x, position.y + 1))).CurrentState())
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neighbors++;
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}
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if (position.x + 1 < x_bound - 1 && position.x + 1 > -1 && position.y < y_bound - 1 && position.y > -1) {
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if (node_vec->at(multi_to_linear(sf::Vector2i(position.x + 1, position.y))).CurrentState())
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neighbors++;
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}
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if (position.x < x_bound - 1 && position.x > -1 && position.y - 1 < y_bound - 1 && position.y - 1 > -1) {
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if (node_vec->at(multi_to_linear(sf::Vector2i(position.x, position.y - 1))).CurrentState())
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neighbors++;
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}
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if (position.x - 1 < x_bound - 1 && position.x - 1 > -1 && position.y < y_bound - 1 && position.y > -1) {
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if (node_vec->at(multi_to_linear(sf::Vector2i(position.x - 1, position.y))).CurrentState())
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neighbors++;
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}
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// x + 1, y + 1
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// x + 1, y - 1
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// x - 1, y + 1
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// x - 1, y - 1
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if (position.x + 1 < x_bound - 1 && position.x + 1 > -1 && position.y + 1 < y_bound - 1 && position.y + 1 > -1) {
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if (node_vec->at(multi_to_linear(sf::Vector2i(position.x + 1, position.y + 1))).CurrentState())
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neighbors++;
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}
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if (position.x + 1 < x_bound - 1 && position.x + 1 > -1 && position.y - 1 < y_bound - 1 && position.y - 1 > -1) {
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if (node_vec->at(multi_to_linear(sf::Vector2i(position.x + 1, position.y - 1))).CurrentState())
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neighbors++;
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}
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if (position.x - 1 < x_bound - 1 && position.x - 1 > -1 && position.y + 1 < y_bound - 1 && position.y + 1 > -1) {
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if (node_vec->at(multi_to_linear(sf::Vector2i(position.x - 1, position.y + 1))).CurrentState())
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neighbors++;
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}
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if (position.x - 1 < x_bound - 1 && position.x - 1 > -1 && position.y - 1 < y_bound - 1 && position.y - 1 > -1) {
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if (node_vec->at(multi_to_linear(sf::Vector2i(position.x - 1, position.y - 1))).CurrentState())
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neighbors++;
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}
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if (neighbors == 3 || (neighbors == 2 && curr_state)) {
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next_state = true;
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}
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else
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next_state = false;
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}
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sf::Vector2i Node::linear_to_multi(int position_) {
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return sf::Vector2i(position_ % x_bound, position_ / x_bound);
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}
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int Node::multi_to_linear(sf::Vector2i position) {
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return position.x * x_bound + position.y;
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}
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#pragma once
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#include <SFML/System/Vector2.hpp>
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#include <vector>
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class Node {
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public:
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static const int x_bound = 150;
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static const int y_bound = 150;
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Node(sf::Vector2i position_);
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~Node();
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void Revive();
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bool CurrentState();
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void ShiftState();
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void Update(std::vector<Node> *node_vec);
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private:
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sf::Vector2i linear_to_multi(int position_);
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int multi_to_linear(sf::Vector2i position);
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sf::Vector2i position;
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bool curr_state;
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bool next_state;
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};
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@ -0,0 +1,116 @@
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#include <SFML/Window.hpp>
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include <random>
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#include <windows.h>
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#include "Node.h"
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const int WINDOW_X = 600;
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const int WINDOW_Y = 800;
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float elap_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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int main() {
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std::mt19937 rng(time(NULL));
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std::uniform_int_distribution<int> rgen(0, 4);
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std::vector<Node> node_vec;
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for (int x = 0; x < Node::x_bound; x++) {
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for (int y = 0; y < Node::y_bound; y++) {
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node_vec.push_back(Node(sf::Vector2i(x, y)));
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if (rgen(rng) == 1) {
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node_vec.at(node_vec.size() - 1).Revive();
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}
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}
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}
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for (int i = 0; i < node_vec.size(); i++) {
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node_vec.at(i).ShiftState();
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}
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sf::RectangleShape live_node;
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sf::RectangleShape dead_node;
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live_node.setFillColor(sf::Color::Blue);
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dead_node.setFillColor(sf::Color::Green);
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live_node.setSize(sf::Vector2f(WINDOW_X / Node::x_bound, WINDOW_Y / Node::y_bound));
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dead_node.setSize(sf::Vector2f(WINDOW_X / Node::x_bound, WINDOW_Y / Node::y_bound));
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "Classic Games");
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float step_size = 0.0005f;
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double frame_time = 0.0, elapsed_time = 0.0, delta_time = 0.0, accumulator_time = 0.0, current_time = 0.0;
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while (window.isOpen()) {
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sf::Event event;
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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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}
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elapsed_time = elap_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if (delta_time > 0.02f)
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delta_time = 0.02f;
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accumulator_time += delta_time;
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while ((accumulator_time - step_size) >= step_size) {
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accumulator_time -= step_size;
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}
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window.clear(sf::Color::Black);
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for (int i = 0; i < node_vec.size(); i++) {
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node_vec.at(i).Update(&node_vec);
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}
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for (int i = 0; i < node_vec.size(); i++) {
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node_vec.at(i).ShiftState();
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}
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for (int i = 0; i < node_vec.size(); i++) {
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if (node_vec.at(i).CurrentState() == true) {
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live_node.setPosition((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height);
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window.draw(live_node);
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}
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else {
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//dead_node.setPosition(i % Node::x_bound * dead_node.getGlobalBounds().width, i / Node::x_bound * dead_node.getGlobalBounds().height);
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//window.draw(live_node);
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}
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}
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window.display();
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}
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return 0;
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}
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Loading…
Reference in new issue