That was weird...
This commit is contained in:
22
aStar.sln
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22
aStar.sln
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@@ -0,0 +1,22 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 14
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VisualStudioVersion = 14.0.23107.0
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "aStar", "aStar\aStar.vcxproj", "{9035B83C-F117-480E-9DEB-435AA0EBEA3F}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x64 = Debug|x64
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Release|x64 = Release|x64
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{9035B83C-F117-480E-9DEB-435AA0EBEA3F}.Debug|x64.ActiveCfg = Debug|x64
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{9035B83C-F117-480E-9DEB-435AA0EBEA3F}.Debug|x64.Build.0 = Debug|x64
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{9035B83C-F117-480E-9DEB-435AA0EBEA3F}.Release|x64.ActiveCfg = Release|x64
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{9035B83C-F117-480E-9DEB-435AA0EBEA3F}.Release|x64.Build.0 = Release|x64
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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EndGlobal
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168
aStar/App.cpp
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168
aStar/App.cpp
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#include "App.h"
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#include <windows.h>
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#include <iostream>
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#include "Map.h"
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// ========== Constructors =============
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App::App() {
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window = new sf::RenderWindow(sf::VideoMode(WINDOW_WIDTH, WINDOW_HEIGHT), "SFML works!");
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}
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App::~App() { }
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// ========== Mutes =============
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void App::Init() {
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// Set up the background texture
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background_texture = new sf::Texture();
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background_texture->loadFromFile("background.png");
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backgroundSprite.setTexture(*background_texture);
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_pixelArray = new sf::Uint8[WINDOW_WIDTH * WINDOW_HEIGHT * 4];
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pixel_array_texture.create(WINDOW_WIDTH, WINDOW_HEIGHT);
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explorer = new Explorer(&map);
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}
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void App::Input() {
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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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if (event.type == sf::Event::KeyPressed) {
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if (event.key.code == sf::Keyboard::Space) {
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}
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}
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}
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}
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void App::Update(double step_size) {
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Input();
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}
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void App::Render() {
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// HOUSEKEEPING
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// Get the physics fps for the last render cycle
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physics_fps = physics_frame_count * render_fps;
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// Frame time in seconds
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frame_time = delta_time * 1000;
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// And the render fps
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render_fps = 1000 / frame_time;
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// RENDERING
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window->clear(sf::Color::Blue);
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window->draw(backgroundSprite);
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sf::Vector2i pos;
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for (int i = 0; i < WINDOW_WIDTH * WINDOW_HEIGHT * 4; i++) {
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_pixelArray[i] = 0;
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}
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// Draw the tiles
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for (int x = 0; x < Map::CELLS_WIDTH; x++) {
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for (int y = 0; y < Map::CELLS_HEIGHT; y++) {
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pos.x = x;
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pos.y = y;
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sf::Color thing = map.getTile(pos)->getColor();
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for (int x2 = 1; x2 < 5; x2++) {
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for (int y2 = 1; y2 < 5; y2++) {
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int pixel_x = (x * 5) + x2;
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int pixel_y = (y * 5) + y2;
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4] = thing.r; // Red
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 1] = thing.g; // Green
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 2] = thing.b; // Blue
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 3] = thing.a; // Alpha
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}
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}
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}
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}
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// Draw the player
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for (int x2 = 1; x2 < 5; x2++) {
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for (int y2 = 1; y2 < 5; y2++) {
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int pixel_x = (explorer->getPosition().x * 5) + x2;
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int pixel_y = (explorer->getPosition().y * 5) + y2;
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sf::Color color = explorer->getColor();
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4] = color.r; // Red
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 1] = color.g; // Green
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 2] = color.b; // Blue
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 3] = color.a; // Alpha
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}
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}
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pixel_array_texture.update(_pixelArray);
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pixel_array_sprite.setTexture(pixel_array_texture);
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window->draw(pixel_array_sprite);
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window->display();
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}
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void App::Run() {
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Init();
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while (window->isOpen()) {
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// Time since app start
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elapsed_time = time();
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// Time between last frame start and this frame
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// 2 seconds = 30 seconds - 28 seconds
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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// Make sure we aren't taking too big of steps when lagging
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if (delta_time > 0.02f)
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delta_time = 0.02f;
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// Add the delta time to the leftover time from the last frame
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accumulator_time += delta_time;
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// While there is time left
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while ((accumulator_time - step_size) >= step_size) {
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// Take away the time we will be simulating
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accumulator_time -= step_size;
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// Update the game for the timestep
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Update(step_size);
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physics_frame_count++;
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}
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Render();
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}
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}
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float App::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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@@ -22,7 +22,7 @@ private:
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sf::Uint8* _pixelArray;
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sf::Sprite pixel_array_sprite;
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sf::Texture pixel_array_texture;
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Explorer* explorer;
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// Art assets
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@@ -1,11 +1,10 @@
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#include "Explorer.h"
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#include <iostream>
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Explorer::Explorer(Map* map_){
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Explorer::Explorer(Map* map_) {
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color = sf::Color::Blue;
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position = sf::Vector2i(10, 10);
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map = map_;
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pather = new Pather(map_);
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}
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@@ -25,7 +24,7 @@ bool Explorer::move() {
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// While there are moves for us to take
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if (!movement_stack.empty()) {
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bool valid = false; // If the next move is valid, collision
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int x = movement_stack.front();
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int x = movement_stack.top();
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switch (x) {
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@@ -60,13 +59,13 @@ bool Explorer::move() {
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std::cout << "Path blocked" << std::endl;
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// Flush the moves list
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while(!movement_stack.empty()) {
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movement_stack.pop_front();
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movement_stack.pop();
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}
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return false;
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}
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// If everything went well, pop and return true
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movement_stack.pop_front();
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movement_stack.pop();
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return true;
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}
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else
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@@ -75,6 +74,6 @@ bool Explorer::move() {
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// A*
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bool Explorer::plan(sf::Vector2i destination_) {
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movement_stack = pather->pathTo(position, destination_);
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return true;
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}
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@@ -2,7 +2,6 @@
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#include <SFML/Graphics.hpp>
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#include <stack>
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#include "Map.h"
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#include "Pather.h"
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class Explorer {
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public:
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@@ -14,9 +13,8 @@ private:
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sf::Color color;
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sf::Vector2i position;
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Map* map;
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Pather* pather;
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std::deque<int> movement_stack;
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std::stack<int> movement_stack;
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bool move();
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bool plan(sf::Vector2i destination_);
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};
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56
aStar/Map.cpp
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56
aStar/Map.cpp
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@@ -0,0 +1,56 @@
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#include "Map.h"
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#include <stdlib.h>
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Map::Map() {
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Init();
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}
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Map::~Map() {
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}
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Tile* Map::getTile(sf::Vector2i position_) {
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if (position_.x > CELLS_WIDTH || position_.x < 0
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|| position_.y > CELLS_HEIGHT || position_.y < 0) {
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return nullptr;
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}
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return tileArray[position_.x][position_.y];
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}
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bool Map::isTileSolid(sf::Vector2i position_) {
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if (position_.x > CELLS_WIDTH || position_.x < 0
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|| position_.y > CELLS_HEIGHT || position_.y < 0) {
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return true;
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}
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else
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return tileArray[position_.x][position_.y]->isSolid();
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}
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Tile* Map::getTile(int x_, int y_) {
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return tileArray[x_][y_];
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}
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void Map::setTile(sf::Vector2i position, Tile* data) {
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delete tileArray[position.x][position.y];
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tileArray[position.x][position.y] = data;
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}
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void Map::Init() {
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int q;
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for (int x = 0; x < CELLS_WIDTH; x++) {
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for (int y = 0; y < CELLS_HEIGHT; y++) {
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q = rand() % 100;
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if (q > 70) {
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tileArray[x][y] = new Tile(true, 100.0, sf::Color::Cyan);
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}
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else {
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tileArray[x][y] = new Tile(false, 0.0, sf::Color::Red);
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}
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}
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}
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}
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24
aStar/Map.h
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24
aStar/Map.h
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@@ -0,0 +1,24 @@
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#pragma once
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#include "Tile.h"
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#include <SFML/System/Vector2.hpp>
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class Map {
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public:
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static const int CELLS_HEIGHT = 153;
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static const int CELLS_WIDTH = 319;
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Map();
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~Map();
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Tile* getTile(sf::Vector2i position);
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Tile* getTile(int x_, int y_);
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bool isTileSolid(sf::Vector2i);
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void setTile(sf::Vector2i position, Tile* data);
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private:
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void Init();
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Tile* tileArray[319][153];
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};
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@@ -100,10 +100,6 @@ Pather::Pather(Map* map_) {
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map = map_;
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}
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Pather::Pather() {
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}
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Pather::~Pather() {
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}
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@@ -111,7 +107,7 @@ sf::Vector2i Pather::getEndNodePosition() {
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return end_node->xy;
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}
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std::deque<int> Pather::pathTo(sf::Vector2i start, sf::Vector2i end) {
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std::vector<int> Pather::pathTo(sf::Vector2i start, sf::Vector2i end) {
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// Clear the visited map for erroneous data
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for (int i = 0; i < Map::CELLS_WIDTH; i++) {
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@@ -133,13 +129,13 @@ std::deque<int> Pather::pathTo(sf::Vector2i start, sf::Vector2i end) {
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openList.emplace(start_node, 0);
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early_exit = false;
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path_list = loop();
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//path_list = Loop();
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return path_list;
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}
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std::deque<int> Pather::loop() {
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std::vector<int> Pather::loop() {
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while (!openList.empty() && !early_exit) {
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// Early exit jankyness, need to change this
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if (closedList.size() > 3000) {
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@@ -176,17 +172,17 @@ std::deque<int> Pather::loop() {
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}
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}
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std::deque<int> return_path = returnPath();
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std::vector<int> return_path = returnPath();
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if (no_path || return_path.empty()) {
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return std::vector<int>(0, 0);
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std::cout << " no return path " << std::endl;
|
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return return_path;
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}
|
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|
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return return_path;
|
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}
|
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|
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std::deque<int> Pather::returnPath() {
|
||||
std::deque<int> path;
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||||
std::vector<int> Pather::returnPath() {
|
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std::vector<int> path;
|
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|
||||
while (active_node != nullptr) {
|
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path.push_back(active_node->cameFrom);
|
||||
|
||||
@@ -29,7 +29,6 @@ private:
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class Pather {
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public:
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||||
Pather(Map* map_);
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Pather();
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||||
~Pather();
|
||||
|
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Map* map;
|
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@@ -38,9 +37,9 @@ public:
|
||||
std::unordered_map<node*, int> closedList;
|
||||
int visitedMap[App::WINDOW_HEIGHT][App::WINDOW_WIDTH];
|
||||
|
||||
std::deque<int> pathTo(sf::Vector2i start, sf::Vector2i end);
|
||||
std::deque<int> loop();
|
||||
std::deque<int> returnPath();
|
||||
std::vector<int> pathTo(sf::Vector2i start, sf::Vector2i end);
|
||||
std::vector<int> loop();
|
||||
std::vector<int> returnPath();
|
||||
|
||||
sf::Vector2i getEndNodePosition();
|
||||
|
||||
@@ -52,7 +51,7 @@ public:
|
||||
|
||||
private:
|
||||
|
||||
std::deque<int> path_list;
|
||||
std::vector<int> path_list;
|
||||
node* end_node;
|
||||
|
||||
};
|
||||
|
||||
37
aStar/Tile.cpp
Normal file
37
aStar/Tile.cpp
Normal file
@@ -0,0 +1,37 @@
|
||||
#include "Tile.h"
|
||||
|
||||
|
||||
|
||||
Tile::Tile(bool solid_, double movement_penalty_, sf::Color color_) {
|
||||
solid = solid_;
|
||||
movement_penalty = movement_penalty_;
|
||||
color = color_;
|
||||
}
|
||||
|
||||
|
||||
Tile::Tile() {
|
||||
solid = false;
|
||||
movement_penalty = 0.0;
|
||||
color = sf::Color::Red;
|
||||
}
|
||||
|
||||
Tile::~Tile() {
|
||||
}
|
||||
|
||||
bool Tile::isSolid() {
|
||||
return solid;
|
||||
}
|
||||
|
||||
double Tile::getPenalty() {
|
||||
return movement_penalty;
|
||||
}
|
||||
|
||||
sf::Color Tile::getColor() {
|
||||
return color;
|
||||
}
|
||||
|
||||
void Tile::Rewrite(bool solid_, double movement_penalty_, sf::Color color_) {
|
||||
solid = solid_;
|
||||
movement_penalty = movement_penalty_;
|
||||
color = color_;
|
||||
}
|
||||
22
aStar/Tile.h
Normal file
22
aStar/Tile.h
Normal file
@@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
#include <SFML\Graphics.hpp>
|
||||
|
||||
class Tile {
|
||||
public:
|
||||
Tile(bool solid_, double movement_penalty_, sf::Color color_);
|
||||
Tile();
|
||||
~Tile();
|
||||
|
||||
bool isSolid();
|
||||
double getPenalty();
|
||||
sf::Color getColor();
|
||||
void Rewrite(bool solid_, double movement_penalty_, sf::Color color_);
|
||||
|
||||
private:
|
||||
|
||||
|
||||
bool solid = false;
|
||||
double movement_penalty = 0.0;
|
||||
sf::Color color;
|
||||
};
|
||||
|
||||
176
aStar/aStar.vcxproj
Normal file
176
aStar/aStar.vcxproj
Normal file
@@ -0,0 +1,176 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
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54
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BIN
aStar/background.png
Normal file
BIN
aStar/background.png
Normal file
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{
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||||
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||||
Reference in New Issue
Block a user