You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

171 lines
5.9 KiB

#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <iostream>
#include <random>
#include <chrono>
#ifdef linux
#elif defined _WIN32
#elif defined TARGET_OS_MAC
#endif
const float g = 7.8;
const int WINDOW_X = 600;
const int WINDOW_Y = 800;
float elap_time() {
static std::chrono::time_point<std::chrono::system_clock> start;
static bool started = false;
if (!started) {
start = std::chrono::system_clock::now();
started = true;
}
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());
}
int main()
{
std::mt19937 rng(time(NULL));
std::uniform_int_distribution<int> 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;
}