fixes and optimizations

This commit is contained in:
Andrew Haynes Macbook
2026-01-09 14:56:59 -05:00
parent b5a79de6c0
commit 1fa3293df0
11 changed files with 163 additions and 296 deletions
+5 -1
View File
@@ -13,7 +13,7 @@ TabWidth: 8
IndentWidth: 8
ContinuationIndentWidth: 8
AlignAfterOpenBracket: Align
PointerAlignment: Right
PointerAlignment: Left
# Braces
BreakBeforeBraces: Custom
@@ -36,6 +36,10 @@ SpaceBeforeParensOptions:
AfterControlStatements: true
SpaceBeforeRangeBasedForLoopColon: true
AllowShortFunctionsOnASingleLine: true
AllowShortIfStatementsOnASingleLine: true
AllowShortLoopsOnASingleLine: true
RemoveEmptyLinesInUnwrappedLines: true
SeparateDefinitionBlocks: Always
# Preprocessor
IndentPPDirectives: AfterHash
-22
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@@ -1,22 +0,0 @@
#ifndef DATA_HPP
#define DATA_HPP
#include "globals.hpp"
#include <SFML/Graphics/Color.hpp>
#include <SFML/System/Vector2.hpp>
struct Map {
const char map[MAX_ROWS][MAX_COLS];
};
struct Player {
sf::Vector2<float> size { TILESIZE / 2.0f, TILESIZE / 2.0f };
sf::Vector2<float> pos { TILESIZE, TILESIZE };
float max_velocity_y { 15.0f };
float border_size { -1.0f };
float dash_distance { 20.0f };
sf::Vector2f velocity { 3.0f, 0 };
};
#endif
+21 -15
View File
@@ -1,24 +1,27 @@
#ifndef PLAYER_HPP
#define PLAYER_HPP
#include "globals.hpp"
#include "scheduler.hpp"
#include <SFML/Graphics/Color.hpp>
#include <SFML/Graphics/RectangleShape.hpp>
#include <SFML/System/Vector2.hpp>
#include "scheduler.hpp"
#include "globals.hpp"
enum class CollisionDir { None, Left, Right, Top, Bottom };
class Entity {
public:
Entity(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f velocity, float border_thickness, sf::Color inside_color = sf::Color::Black, sf::Color border_color = sf::Color::White);
CollisionDir find_intersection(Entity &entity);
public:
Entity(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f velocity, float border_thickness,
sf::Color inside_color = sf::Color::Black, sf::Color border_color = sf::Color::White);
CollisionDir find_intersection(Entity& entity);
void set_velocity(sf::Vector2f velocity);
void set_velocity_x(int velocity);
void set_velocity_y(int velocity);
sf::Vector2<float> get_velocity();
sf::RectangleShape rect;
protected:
protected:
sf::Vector2f _velocity;
sf::Color _inside_color;
sf::Color _border_color;
@@ -26,8 +29,10 @@ protected:
};
class Player : public Entity {
public:
Player(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f velocity, float border_thickness, float gravity, float max_acceleration, float dash_distance, sf::Color inside_color, sf::Color border_color);
public:
Player(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f velocity, float border_thickness,
float gravity, float max_acceleration, float dash_distance, sf::Color inside_color,
sf::Color border_color);
float m_acceleration;
float m_jump_strength;
float m_dash_distance;
@@ -37,13 +42,14 @@ public:
void handle_movment();
void handle_gravity();
bool get_jumping();
void horizontal_no_out_of_bounds(Entity &base);
void vertical_no_out_of_bounds(Entity &base);
bool get_horizontal_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]);
bool get_vertical_top_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]);
bool get_vertical_bottom_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]);
private:
bool get_vertical_bottom_collision_by_offset(Entity *wall_list[MAX_ROWS][MAX_COLS]);
void horizontal_no_out_of_bounds(Entity& base);
void vertical_no_out_of_bounds(Entity& base);
bool get_horizontal_collision(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>);
bool get_vertical_top_collision(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>);
bool get_vertical_bottom_collision(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>);
private:
bool get_vertical_bottom_collision_by_offset(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>);
sf::Vector2f _min_velocity;
};
+4 -4
View File
@@ -1,10 +1,10 @@
#ifndef GLOBALS_HPP
#define GLOBALS_HPP
#define TILESIZE 32
#define WIDTH 608
#define HEIGHT 416
#define MAX_COLS 8 // 19 cols
#define MAX_ROWS 8 // 13 rows
#define WIDTH TILESIZE * MAX_COLS
#define HEIGHT TILESIZE * MAX_ROWS
#define FPS 60
#define GRAVITY 1
#define MAX_COLS WIDTH / TILESIZE // 19 cols
#define MAX_ROWS HEIGHT / TILESIZE // 13 rows
#endif
+6 -12
View File
@@ -1,10 +1,11 @@
#ifndef MAPS_HPP
#define MAPS_HPP
#include "elements.hpp"
#include "globals.hpp"
#include <SFML/Graphics/RenderWindow.hpp>
#include <array>
#include "globals.hpp"
#include "elements.hpp"
struct Level {
char data[MAX_ROWS][MAX_COLS];
@@ -12,15 +13,8 @@ struct Level {
};
extern Level levels[];
extern const char map[MAX_ROWS][MAX_COLS];
void clear_map(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS> wall_list);
void load_map(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS> wall_list, const std::array<std::array<char, MAX_COLS>, MAX_ROWS> map_data);
std::array<std::array<char, MAX_COLS>, MAX_ROWS> create_map(sf::RenderWindow &window,
sf::Vector2i &local_position,
sf::Vector2i &start_mouse_pos,
sf::Vector2i &end_mouse_pos,
bool &dragging,
bool &prev_dragging,
std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS> wall_list);
void clear_map(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>& wall_list);
void load_map(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>& wall_list, const char map_data[MAX_ROWS][MAX_COLS]);
#endif
+2 -2
View File
@@ -3,12 +3,12 @@
struct Times {
float dash_cooldown { 0 };
float dash_cooldown_max { 5 };
float dash_cooldown_max { .5 };
float level_switch_cooldown { 0 };
float level_switch_cooldown_max { 1 };
};
struct Timer {
void update_timers(bool &running, Times &times);
void update_timers(bool& running, Times& times);
};
#endif
-1
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@@ -1 +0,0 @@
#include "data.hpp"
+29 -51
View File
@@ -9,8 +9,10 @@
#ifdef __APPLE__
#include <range/v3/view/cartesian_product.hpp>
#include <range/v3/view/iota.hpp>
namespace rv = ranges::views;
#else
#include <ranges>
namespace rv = std::views;
#endif
Entity::Entity(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f velocity, float border_thickness,
@@ -31,7 +33,7 @@ void Entity::set_velocity_y(int velocity) { _velocity.y = velocity; }
sf::Vector2<float> Entity::get_velocity() { return _velocity; }
CollisionDir Entity::find_intersection(Entity &entity) {
CollisionDir Entity::find_intersection(Entity& entity) {
sf::FloatRect a = rect.getGlobalBounds();
sf::FloatRect b = entity.rect.getGlobalBounds();
auto inter = a.findIntersection(b);
@@ -66,10 +68,10 @@ Player::Player(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f vel
void Player::handle_movment() {
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::D)) {
rect.move({_velocity.x, 0});
rect.move({ _velocity.x, 0 });
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::A)) {
rect.move({-_velocity.x, 0});
rect.move({ -_velocity.x, 0 });
}
if (timers.dash_cooldown <= 0) {
m_dash = false;
@@ -91,72 +93,56 @@ void Player::handle_gravity() {
}
set_velocity_y(get_velocity().y + m_acceleration);
rect.move({0, get_velocity().y});
rect.move({ 0, get_velocity().y });
}
void Player::horizontal_no_out_of_bounds(Entity &base) {
void Player::horizontal_no_out_of_bounds(Entity& base) {
float right_border = WIDTH - rect.getSize().x;
if (rect.getPosition().x > right_border) {
rect.setPosition({right_border, rect.getPosition().y});
rect.setPosition({ right_border, rect.getPosition().y });
}
if (rect.getPosition().x < std::abs(rect.getOutlineThickness())) {
rect.setPosition({0, rect.getPosition().y});
rect.setPosition({ 0, rect.getPosition().y });
}
}
void Player::vertical_no_out_of_bounds(Entity &base) {
void Player::vertical_no_out_of_bounds(Entity& base) {
float groundY = base.rect.getPosition().y - base.rect.getSize().y - rect.getSize().y -
base.rect.getOutlineThickness() - rect.getOutlineThickness();
if (rect.getPosition().y >= groundY) {
rect.setPosition({rect.getPosition().x, groundY});
rect.setPosition({ rect.getPosition().x, groundY });
set_velocity_y(0);
m_jumping = false;
}
}
bool Player::get_horizontal_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
#ifdef __APPLE__
for (auto [i, j] :
ranges::views::cartesian_product(ranges::views::iota(0, MAX_ROWS), ranges::views::iota(0, MAX_COLS))) {
#else
for (auto [i, j] :
std::views::cartesian_product(std::views::iota(0, MAX_ROWS), std::views::iota(0, MAX_COLS))) {
#endif
if (wall_list[i][j] == nullptr)
continue;
bool Player::get_horizontal_collision(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS> wall_list) {
for (auto [i, j] : rv::cartesian_product(rv::iota(0, MAX_ROWS), rv::iota(0, MAX_COLS))) {
if (wall_list[i][j] == nullptr) continue;
auto collision = wall_list[i][j]->find_intersection(*this);
if (collision == CollisionDir::None)
continue;
if (collision == CollisionDir::None) continue;
if (collision == CollisionDir::Left) {
rect.setPosition(
{wall_list[i][j]->rect.getPosition().x - rect.getSize().x, rect.getPosition().y});
{ wall_list[i][j]->rect.getPosition().x - rect.getSize().x, rect.getPosition().y });
return true;
}
if (collision == CollisionDir::Right) {
rect.setPosition({wall_list[i][j]->rect.getPosition().x + wall_list[i][j]->rect.getSize().x,
rect.getPosition().y});
rect.setPosition({ wall_list[i][j]->rect.getPosition().x + wall_list[i][j]->rect.getSize().x,
rect.getPosition().y });
return true;
}
}
return false;
}
bool Player::get_vertical_top_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
#ifdef __APPLE__
for (auto [i, j] :
ranges::views::cartesian_product(ranges::views::iota(0, MAX_ROWS), ranges::views::iota(0, MAX_COLS))) {
#else
for (auto [i, j] :
std::views::cartesian_product(std::views::iota(0, MAX_ROWS), std::views::iota(0, MAX_COLS))) {
#endif
if (wall_list[i][j] == nullptr)
continue;
bool Player::get_vertical_top_collision(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS> wall_list) {
for (auto [i, j] : rv::cartesian_product(rv::iota(0, MAX_ROWS), rv::iota(0, MAX_COLS))) {
if (wall_list[i][j] == nullptr) continue;
auto collision = find_intersection(*wall_list[i][j]);
if (collision == CollisionDir::None)
continue;
if (collision == CollisionDir::None) continue;
if (collision == CollisionDir::Top) {
rect.setPosition({rect.getPosition().x,
wall_list[i][j]->rect.getSize().y + wall_list[i][j]->rect.getPosition().y});
rect.setPosition({ rect.getPosition().x,
wall_list[i][j]->rect.getSize().y + wall_list[i][j]->rect.getPosition().y });
set_velocity_y(0);
return true;
}
@@ -164,22 +150,14 @@ bool Player::get_vertical_top_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
return false;
}
bool Player::get_vertical_bottom_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
#ifdef __APPLE__
for (auto [i, j] :
ranges::views::cartesian_product(ranges::views::iota(0, MAX_ROWS), ranges::views::iota(0, MAX_COLS))) {
#else
for (auto [i, j] :
std::views::cartesian_product(std::views::iota(0, MAX_ROWS), std::views::iota(0, MAX_COLS))) {
#endif
if (wall_list[i][j] == nullptr)
continue;
bool Player::get_vertical_bottom_collision(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS> wall_list) {
for (auto [i, j] : rv::cartesian_product(rv::iota(0, MAX_ROWS), rv::iota(0, MAX_COLS))) {
if (wall_list[i][j] == nullptr) continue;
auto collision = find_intersection(*wall_list[i][j]);
if (collision == CollisionDir::None)
continue;
if (collision == CollisionDir::None) continue;
if (collision == CollisionDir::Bottom && get_velocity().y > 0) {
rect.setPosition(
{rect.getPosition().x, wall_list[i][j]->rect.getPosition().y - rect.getSize().y});
{ rect.getPosition().x, wall_list[i][j]->rect.getPosition().y - rect.getSize().y });
m_jumping = false;
set_velocity_y(0);
return true;
+13 -30
View File
@@ -5,17 +5,17 @@
#include <SFML/System/Vector2.hpp>
#include <SFML/Window.hpp>
#include <SFML/Window/Mouse.hpp>
#include <cmath>
#include <cstdlib>
#include <iostream>
#include <string>
#include <thread>
#ifdef __APPLE__
#include <range/v3/view/cartesian_product.hpp>
#include <range/v3/view/iota.hpp>
namespace rv = ranges::views;
#else
#include <ranges>
namespace rv = std::views;
#endif
#include "elements.hpp"
@@ -25,15 +25,12 @@
int main() {
Timer time;
Entity *wall_list[MAX_ROWS][MAX_COLS] = {};
sf::Vector2i local_position;
sf::Vector2i start_mouse_pos;
sf::Vector2i end_mouse_pos;
std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS> wall_list = {};
bool dragging = false;
bool prev_dragging = false;
int current_level = 0;
load_map(wall_list, );
load_map(wall_list, levels[3].data);
player_data player_data;
Player player { player_data.size, player_data.pos, player_data.velocity,
@@ -43,11 +40,7 @@ int main() {
sf::RenderWindow window(sf::VideoMode({ WIDTH, HEIGHT }), "engine", sf::Style::Default);
window.setFramerateLimit(FPS);
#ifdef __APPLE__
sf::Font font("/Users/andrew/personal/Projects/CPP/engine/assets/pixel.ttf");
#else
sf::Font font("/home/andrew/personal/Projects/CPP/engine/assets/pixel.ttf");
#endif
sf::Text text(font, "0, 0", 16);
text.setPosition({ WIDTH - (TILESIZE * 11.5), HEIGHT - (int)(TILESIZE / 1.5) });
@@ -55,10 +48,8 @@ int main() {
bool running = true;
std::thread player_dash_cooldown([&] { time.update_timers(running, player.timers); });
while (window.isOpen()) {
local_position = sf::Mouse::getPosition(window);
window.clear(sf::Color::Black);
text.setString(std::to_string((int)std::floor(local_position.x / 32)) + ", " +
std::to_string((int)std::floor(local_position.y / 32)));
text.setString("Test");
while (const std::optional event = window.pollEvent()) {
if (event->is<sf::Event::Closed>()) {
running = false;
@@ -76,20 +67,19 @@ int main() {
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::A)) {
dragging = false;
}
create_map(window, local_position, start_mouse_pos, end_mouse_pos, dragging, prev_dragging, wall_list);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Enter) && player.timers.level_switch_cooldown <= 0) {
clear_map(wall_list);
if (current_level == 0) {
load_map(wall_list, test_level_1);
load_map(wall_list, levels[1].data);
current_level = 1;
player.timers.level_switch_cooldown = player.timers.level_switch_cooldown_max;
} else if (current_level == 1) {
load_map(wall_list, test_level_2);
load_map(wall_list, levels[2].data);
current_level = 2;
player.timers.level_switch_cooldown = player.timers.level_switch_cooldown_max;
} else if (current_level == 2) {
load_map(wall_list, test_level_0);
load_map(wall_list, levels[3].data);
current_level = 0;
player.timers.level_switch_cooldown = player.timers.level_switch_cooldown_max;
}
@@ -117,25 +107,18 @@ int main() {
std::cout << "Yes vertical bottom collision\n";
}
#ifdef __APPLE__
for (auto [i, j] : ranges::views::cartesian_product(ranges::views::iota(0, MAX_ROWS),
ranges::views::iota(0, MAX_COLS))) {
if (wall_list[i][j] == nullptr)
for (auto [i, j] : rv::cartesian_product(rv::iota(0, MAX_ROWS), rv::iota(0, MAX_COLS))) {
if (wall_list[i][j] == nullptr) {
continue;
}
window.draw(wall_list[i][j]->rect);
}
#else
for (auto [i, j] :
std::views::cartesian_product(std::views::iota(0, MAX_ROWS), std::views::iota(0, MAX_COLS))) {
if (wall_list[i][j] == nullptr)
continue;
window.draw(wall_list[i][j]->rect);
}
#endif
window.draw(player.rect);
window.draw(text);
window.display();
}
clear_map(wall_list);
player_dash_cooldown.join();
return 0;
+79 -155
View File
@@ -14,7 +14,7 @@ namespace rv = ranges::views;
namespace rv = std::views;
#endif
void clear_map(std::array<std::array<Entity *, MAX_COLS>, MAX_ROWS> wall_list) {
void clear_map(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>& wall_list) {
for (auto [i, j] : rv::cartesian_product(rv::iota(0, MAX_ROWS), rv::iota(0, MAX_COLS))) {
delete wall_list[i][j];
wall_list[i][j] = nullptr;
@@ -23,8 +23,7 @@ void clear_map(std::array<std::array<Entity *, MAX_COLS>, MAX_ROWS> wall_list) {
bool is_tiles_clear_x(std::array<std::array<char, MAX_COLS>, MAX_ROWS> draw_list, int y_level, int start_x, int end_x) {
for (int i : rv::iota(start_x, end_x)) {
if (draw_list[i][y_level] == ' ')
continue;
if (draw_list[i][y_level] == ' ') continue;
return false;
}
return true;
@@ -32,105 +31,15 @@ bool is_tiles_clear_x(std::array<std::array<char, MAX_COLS>, MAX_ROWS> draw_list
bool is_tiles_clear_y(std::array<std::array<char, MAX_COLS>, MAX_ROWS> draw_list, int x_level, int start_y, int end_y) {
for (int i : rv::iota(start_y, end_y)) {
if (draw_list[i][x_level] == ' ')
continue;
if (draw_list[i][x_level] == ' ') continue;
return false;
}
return true;
}
std::array<std::array<char, MAX_COLS>, MAX_ROWS> create_map(sf::RenderWindow &window, sf::Vector2i &local_position,
sf::Vector2i &start_mouse_pos, sf::Vector2i &end_mouse_pos,
bool &dragging, bool &prev_dragging,
Entity *wall_list[MAX_ROWS][MAX_COLS]) {
std::array<std::array<char, MAX_COLS>, MAX_ROWS> draw_list {};
for (auto &row : draw_list) {
row.fill(' ');
}
static bool vertical = false;
if (local_position.x > 0 && local_position.x < WIDTH && local_position.y > 0 && local_position.y < HEIGHT) {
if (sf::Mouse::isButtonPressed(sf::Mouse::Button::Left) && !dragging) {
dragging = true;
start_mouse_pos = local_position;
}
if (sf::Mouse::isButtonPressed(sf::Mouse::Button::Left) && dragging) {
prev_dragging = true;
end_mouse_pos = local_position;
sf::RectangleShape rect;
if (end_mouse_pos.x - start_mouse_pos.x > end_mouse_pos.y - start_mouse_pos.y) {
rect.setSize({ (float)(end_mouse_pos.x - start_mouse_pos.x), 1.0f });
rect.setPosition({ (float)start_mouse_pos.x,
(float)(std::floor(start_mouse_pos.y / 32) * TILESIZE +
((float)TILESIZE / 2)) });
vertical = false;
} else {
rect.setSize({
1.0f,
(float)(end_mouse_pos.y - start_mouse_pos.y),
});
rect.setPosition({ (float)(std::floor(start_mouse_pos.x / 32) * TILESIZE +
((float)TILESIZE / 2)),
(float)start_mouse_pos.y });
vertical = true;
}
window.draw(rect);
}
if (!sf::Mouse::isButtonPressed(sf::Mouse::Button::Left) && dragging && prev_dragging) {
sf::Vector2i start_integers = { (int)std::floor(start_mouse_pos.x / 32),
(int)std::floor(start_mouse_pos.y / 32) };
sf::Vector2i end_integers = { (int)std::floor(end_mouse_pos.x / 32),
(int)std::floor(end_mouse_pos.y / 32) };
if (!vertical) {
if (wall_list[start_integers.y][start_integers.x] == nullptr) {
wall_list[start_integers.y][start_integers.x] =
new Entity { { float(end_integers.x - start_integers.x + 1) * TILESIZE,
TILESIZE },
{ (float)(start_integers.x * TILESIZE),
(float)(start_integers.y * TILESIZE) },
{ 0, 0 },
-2.0f,
sf::Color::Black };
draw_list[start_integers.y][start_integers.x] = '1';
draw_list[end_integers.y][end_integers.x] = '2';
for (int i : rv::iota(start_integers.x, end_integers.x)) {
draw_list[start_integers.y][i] = '-';
}
}
} else if (vertical) {
if (wall_list[start_integers.y][start_integers.x] == nullptr) {
// if(is_tiles_clear_y(draw_list, start_integers.x, start_integers.y,
// end_integers.y)) {
wall_list[start_integers.y][start_integers.x] = new Entity {
{ TILESIZE, float(end_integers.y - start_integers.y + 1) * TILESIZE },
{ (float)(start_integers.x * TILESIZE),
(float)(start_integers.y * TILESIZE) },
{ 0, 0 },
-2.0f,
sf::Color::Black
};
draw_list[start_integers.y][start_integers.x] = '1';
draw_list[end_integers.y][end_integers.x] = '2';
for (int i : rv::iota(start_integers.y, end_integers.y)) {
draw_list[i][start_integers.x] = '|';
}
// }
}
// }
prev_dragging = false;
dragging = false;
}
}
}
return draw_list;
}
void load_map(std::array<std::array<Entity *, MAX_COLS>, MAX_ROWS> wall_list,
const std::array<std::array<char, MAX_COLS>, MAX_ROWS> map_data) {
void load_map(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>& wall_list, const char map_data[MAX_ROWS][MAX_COLS]) {
for (auto [i, j] : rv::cartesian_product(rv::iota(0, MAX_ROWS), rv::iota(0, MAX_COLS))) {
if (map_data[i][j] == ' ')
continue;
if (map_data[i][j] == ' ') continue;
if (map_data[i][j] == '0') {
wall_list[i][j] = new Entity { { TILESIZE, TILESIZE },
{ float(j * TILESIZE), float(i * TILESIZE) },
@@ -156,10 +65,8 @@ void load_map(std::array<std::array<Entity *, MAX_COLS>, MAX_ROWS> wall_list,
}
if (map_data[i][j] == '1' && map_data[i][j + 1] == '-') {
int start = j, end = j;
while (end + 1 < MAX_COLS && map_data[i][end + 1] != '2')
end++;
if (map_data[i][end + 1] == '2')
end++;
while (end + 1 < MAX_COLS && map_data[i][end + 1] != '2') end++;
if (map_data[i][end + 1] == '2') end++;
wall_list[i][j] = new Entity { { float(end - start + 1) * TILESIZE, TILESIZE },
{ float(j * TILESIZE), float(i * TILESIZE) },
{ 0, 0 },
@@ -168,10 +75,8 @@ void load_map(std::array<std::array<Entity *, MAX_COLS>, MAX_ROWS> wall_list,
}
if (map_data[i][j] == '1' && map_data[i + 1][j] == '|') {
int start = i, end = i;
while (end + 1 < MAX_ROWS && map_data[end + 1][j] != '2')
end++;
if (map_data[end + 1][j] == '2')
end++;
while (end + 1 < MAX_ROWS && map_data[end + 1][j] != '2') end++;
if (map_data[end + 1][j] == '2') end++;
wall_list[i][j] = new Entity { { TILESIZE, float(end - start + 1) * TILESIZE },
{ float(j * TILESIZE), float(i * TILESIZE) },
{ 0, 0 },
@@ -183,7 +88,8 @@ void load_map(std::array<std::array<Entity *, MAX_COLS>, MAX_ROWS> wall_list,
Level levels[] = {
{
.data = { {' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
.data = {
{' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
{' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
{' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
{' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
@@ -197,55 +103,73 @@ Level levels[] = {
{' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
{' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '}, },
.name = "Empty"
},
{
.data = { { '1', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '2' },
{ '1', '-', '-', '-', '2', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '1' },
{ '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
{ '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
{ '|', '1', '2', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
{ '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '1', '-', '-', '-', '-', '2', ' ', ' ', ' ', '|' },
{ '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
{ '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
{ '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
{ '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
{ '|', ' ', ' ', ' ', ' ', '1', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '1', ' ', ' ', ' ', ' ', '|' },
{ '2', ' ', ' ', ' ', ' ', '2', '0', ' ', ' ', ' ', ' ', ' ', ' ', '2', ' ', ' ', ' ', ' ', '2' },
{ '1', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '2' }, },
.name = "Default"
},
{
.data = {
{ '1', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '2' },
{ '1', '-', '-', '-', '2', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '1' },
{ '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
{ '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
{ '|', '1', '-', '-', '-', '-', '2', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
{ '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '1', '-', '-', '-', '-', '2', ' ', ' ', ' ', '|' },
{ '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
{ '|', ' ', ' ', ' ', ' ', ' ', ' ', '0', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
{ '|', ' ', ' ', ' ', ' ', '0', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
{ '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
{ '|', ' ', ' ', ' ', ' ', '1', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '1', ' ', ' ', ' ', ' ', '|' },
{ '2', ' ', ' ', ' ', ' ', '2', '0', ' ', ' ', ' ', ' ', ' ', ' ', '2', ' ', ' ', ' ', ' ', '2' },
{ '1', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '2' }, },
.name = "1"
},
{
.data = {
{ '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0' },
{ ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ' },
{ '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0' },
{ ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ' },
{ '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0' },
{ ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ' },
{ '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0' },
{ ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ' },
{ '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0' },
{ ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ' },
{ '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0' },
{ ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ' },
{ '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0' }, },
.name = "3"
}
};
// Level levels[] = {
// {
// .data = { {' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
// {' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
// {' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
// {' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
// {' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
// {' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
// {' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
// {' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
// {' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
// {' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
// {' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
// {' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '},
// {' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '}, },
// .name = "Empty"
// },
// {
// .data = { { '1', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '2' },
// { '1', '-', '-', '-', '2', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '1' },
// { '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
// { '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
// { '|', '1', '2', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
// { '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '1', '-', '-', '-', '-', '2', ' ', ' ', ' ', '|' },
// { '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
// { '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
// { '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
// { '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
// { '|', ' ', ' ', ' ', ' ', '1', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '1', ' ', ' ', ' ', ' ', '|' },
// { '2', ' ', ' ', ' ', ' ', '2', '0', ' ', ' ', ' ', ' ', ' ', ' ', '2', ' ', ' ', ' ', ' ', '2' },
// { '1', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '2' }, },
// .name = "Default"
// },
// {
// .data = {
// { '1', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '2' },
// { '1', '-', '-', '-', '2', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '1' },
// { '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
// { '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
// { '|', '1', '-', '-', '-', '-', '2', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
// { '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '1', '-', '-', '-', '-', '2', ' ', ' ', ' ', '|' },
// { '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
// { '|', ' ', ' ', ' ', ' ', ' ', ' ', '0', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
// { '|', ' ', ' ', ' ', ' ', '0', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
// { '|', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '|' },
// { '|', ' ', ' ', ' ', ' ', '1', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '1', ' ', ' ', ' ', ' ', '|' },
// { '2', ' ', ' ', ' ', ' ', '2', '0', ' ', ' ', ' ', ' ', ' ', ' ', '2', ' ', ' ', ' ', ' ', '2' },
// { '1', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '2' }, },
// .name = "1"
// },
// {
// .data = {
// { '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0' },
// { ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ' },
// { '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0' },
// { ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ' },
// { '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0' },
// { ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ' },
// { '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0' },
// { ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ' },
// { '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0' },
// { ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ' },
// { '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0' },
// { ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ' },
// { '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0', ' ', '0' }, },
// .name = "3"
// }
// };
+2 -1
View File
@@ -4,7 +4,8 @@
#include <chrono>
#include <thread>
void Timer::update_timers(bool &running, Times &times) {
void Timer::update_timers(bool& running, Times& times) {
while (running) {
std::this_thread::sleep_for(std::chrono::seconds(1));
times.dash_cooldown--;