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@ -1,12 +1,37 @@
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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 <string>
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#include <chrono>
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#include <random>
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const int WINDOW_X = 600;
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const int WINDOW_Y = 800;
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struct fps_counter {
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public:
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fps_counter(){
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if(!f.loadFromFile("../assets/fonts/Arial.ttf")){
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std::cout << "couldn't find the fallback Arial font "
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"in ../assets/fonts/" << std::endl;
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} else {
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t.setFont(f);
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}
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}
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void frame(double delta_time){
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frame_count++;
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fps_average += (delta_time - fps_average) / frame_count;
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}
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void draw(sf::RenderWindow *r){
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t.setString(std::to_string(fps_average));
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r->draw(t);
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}
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private:
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sf::Font f;
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sf::Text t;
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int frame_count = 0;
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double fps_average = 0;
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};
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float elap_time(){
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static std::chrono::time_point<std::chrono::system_clock> start;
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static bool started = false;
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@ -22,39 +47,70 @@ float elap_time(){
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}
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int main() {
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elap_time();
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std::mt19937 rng(time(NULL));
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std::uniform_int_distribution<int> rgen(100, 400);
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// Initialize the render window
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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float step_size = 0.005f;
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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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// The step size in milliseconds between calls to Update()
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// Lets set it to 16.6 milliseonds (60FPS)
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float step_size = 0.0166f;
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// Timekeeping values for the loop
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double frame_time = 0.0,
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elapsed_time = 0.0,
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delta_time = 0.0,
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accumulator_time = 0.0,
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current_time = 0.0;
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fps_counter fps;
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while (window.isOpen()) {
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// Poll for events from the user
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sf::Event event;
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while (window.pollEvent(event)) {
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// If the user tries to exit the application via the GUI
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if (event.type == sf::Event::Closed)
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window.close();
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}
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// Get the elapsed time from the start of the application
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elapsed_time = elap_time();
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// Find the time that passed between now and the last frame
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delta_time = elapsed_time - current_time;
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// Set the time for the next frame to use
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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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// If the time between the last frame and now was too large (lag)
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// cull the time to a more acceptable value. So instead of jumping large
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// amounts when lagging, the app only jumps in set increments
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if (delta_time > 0.05f)
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delta_time = 0.05f;
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// Add the frame time to the accumulator, a running total of time we
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// need to account for in the application
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accumulator_time += delta_time;
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// While we have time to step
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while ((accumulator_time - step_size) >= step_size) {
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// Take away a step from the accumulator
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accumulator_time -= step_size;
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// And update the application for the amount of time alotted for one step
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// Update(step_size);
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}
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// Rendering code goes here
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window.clear(sf::Color::Black);
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// Give the frame counter the frame time and draw the average frame time
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fps.frame(delta_time);
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fps.draw(&window);
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window.display();
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