ReOrginasation
parent
fce1de6303
commit
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#include <SFML/Graphics.hpp>
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#include "Game.hpp"
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const float Game::PlayerSpeed = 100.f;
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const sf::Time Game::TimePerFrame = sf::seconds(1.f/60.f);
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Game::Game()
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: mWindow(sf::VideoMode(640, 480), "SFML Application")
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, mTexture()
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, mPlayer() {
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if(!mTexture.loadFromFile("Assets/blobcat_hertog.png")) {
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// Handle loading errors
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}
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mPlayer.setTexture(mTexture);
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mPlayer.setScale(0.25f, 0.25f);
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mPlayer.setPosition(100.f, 100.f);
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}
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void Game::run() {
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sf::Clock clock;
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sf::Time timeSinceLastUpdate = sf::Time::Zero;
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while (mWindow.isOpen()) {
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processEvents();
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timeSinceLastUpdate += clock.restart();
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while (timeSinceLastUpdate > TimePerFrame) {
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timeSinceLastUpdate -= TimePerFrame;
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processEvents();
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update(TimePerFrame);
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}
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render();
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}
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}
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void Game::processEvents() {
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sf::Event event;
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while (mWindow.pollEvent(event)) {
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switch (event.type) {
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//For each time the while loop iterates, it means a new event that was registered by the window is being handled. While there can be many different events, we will only check for some types of events, which are of our interest right now.
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case sf::Event::KeyPressed:
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handlePlayerInput(event.key.code, true);
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break;
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case sf::Event::KeyReleased:
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handlePlayerInput(event.key.code, false);
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break;
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case sf::Event::Closed:
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mWindow.close();
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break;
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}
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}
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}
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void Game::handlePlayerInput(sf::Keyboard::Key key,bool isPressed) {
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if (key == sf::Keyboard::W)
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mIsMovingUp = isPressed;
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else if (key == sf::Keyboard::S)
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mIsMovingDown = isPressed;
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else if (key == sf::Keyboard::A)
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mIsMovingLeft = isPressed;
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else if (key == sf::Keyboard::D)
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mIsMovingRight = isPressed;
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}
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void Game::update(sf::Time deltaTime) {
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sf::Vector2f movement(0.f, 0.f);
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if (mIsMovingUp)
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movement.y -= 100.f;
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if (mIsMovingDown)
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movement.y += 100.f;
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if (mIsMovingLeft)
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movement.x -= 100.f;
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if (mIsMovingRight)
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movement.x += 100.f;
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mPlayer.move(movement * deltaTime.asSeconds());
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}
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void Game::render() {
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mWindow.clear();
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mWindow.draw(mPlayer);
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mWindow.display();
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}
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@ -1,85 +1,7 @@
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics.hpp>
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#include "Game.hpp"
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#include "Game.hpp"
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const float Game::PlayerSpeed = 100.f;
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const sf::Time Game::TimePerFrame = sf::seconds(1.f/60.f);
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Game::Game()
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: mWindow(sf::VideoMode(640, 480), "SFML Application")
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, mTexture()
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, mPlayer() {
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if(!mTexture.loadFromFile("Assets/blobcat_hertog.png")) {
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// Handle loading errors
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}
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mPlayer.setTexture(mTexture);
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mPlayer.setScale(0.25f, 0.25f);
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mPlayer.setPosition(100.f, 100.f);
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}
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void Game::run() {
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sf::Clock clock;
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sf::Time timeSinceLastUpdate = sf::Time::Zero;
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while (mWindow.isOpen()) {
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processEvents();
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timeSinceLastUpdate += clock.restart();
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while (timeSinceLastUpdate > TimePerFrame) {
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timeSinceLastUpdate -= TimePerFrame;
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processEvents();
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update(TimePerFrame);
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}
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render();
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}
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}
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void Game::processEvents() {
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sf::Event event;
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while (mWindow.pollEvent(event)) {
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switch (event.type) {
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//For each time the while loop iterates, it means a new event that was registered by the window is being handled. While there can be many different events, we will only check for some types of events, which are of our interest right now.
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case sf::Event::KeyPressed:
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handlePlayerInput(event.key.code, true);
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break;
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case sf::Event::KeyReleased:
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handlePlayerInput(event.key.code, false);
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break;
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case sf::Event::Closed:
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mWindow.close();
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break;
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}
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}
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}
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void Game::handlePlayerInput(sf::Keyboard::Key key,bool isPressed) {
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if (key == sf::Keyboard::W)
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mIsMovingUp = isPressed;
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else if (key == sf::Keyboard::S)
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mIsMovingDown = isPressed;
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else if (key == sf::Keyboard::A)
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mIsMovingLeft = isPressed;
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else if (key == sf::Keyboard::D)
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mIsMovingRight = isPressed;
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}
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void Game::update(sf::Time deltaTime) {
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sf::Vector2f movement(0.f, 0.f);
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if (mIsMovingUp)
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movement.y -= 100.f;
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if (mIsMovingDown)
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movement.y += 100.f;
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if (mIsMovingLeft)
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movement.x -= 100.f;
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if (mIsMovingRight)
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movement.x += 100.f;
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mPlayer.move(movement * deltaTime.asSeconds());
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}
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void Game::render() {
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mWindow.clear();
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mWindow.draw(mPlayer);
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mWindow.display();
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}
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int main() {
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int main() {
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Game game;
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Game game;
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game.run();
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game.run();
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}
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}
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