moving to magnum
This commit is contained in:
5
Assets/shaders/pipe_shader.frag
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5
Assets/shaders/pipe_shader.frag
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@@ -0,0 +1,5 @@
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void main()
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{
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gl_FragColor = vec4(1.0,0.0,1.0,1.0);
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}
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7
Assets/shaders/pipe_shader.vert
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7
Assets/shaders/pipe_shader.vert
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@@ -0,0 +1,7 @@
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void main()
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{
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vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
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gl_Position = gl_ProjectionMatrix * vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_FrontColor = gl_Color;
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}
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29
Bird.cpp
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29
Bird.cpp
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@@ -0,0 +1,29 @@
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#include <SFML/Graphics/RectangleShape.hpp>
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#include "Bird.h"
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Bird::Bird(float x, float y, const std::shared_ptr<std::vector<sf::Texture>> texture_list) : position(x, y), texture_list(texture_list), momentum(1.0)
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{
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sprite = sf::Sprite(texture_list->at(0));
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sprite.setPosition(position);
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}
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void Bird::impulse(float p) {
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momentum = -p;
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}
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void Bird::tick(float step) {
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momentum += gravity * step; // Impart gravity
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position.y += momentum;
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sprite.setPosition(position);
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}
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void Bird::draw(sf::RenderTarget &target, sf::RenderStates states) const {
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target.draw(sprite, states);
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}
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bool Bird::collides(sf::FloatRect bounds)
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{
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return sprite.getGlobalBounds().intersects(bounds);
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}
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30
Bird.h
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30
Bird.h
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@@ -0,0 +1,30 @@
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#ifndef FLOPPY_BIRD_BIRD_H
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#define FLOPPY_BIRD_BIRD_H
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#include <SFML/Graphics/Sprite.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Graphics/RenderTarget.hpp>
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#include <memory>
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const float gravity = 9.8;
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class Bird : public sf::Drawable {
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sf::Sprite sprite;
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std::shared_ptr<std::vector<sf::Texture>> texture_list;
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sf::Vector2f position;
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float momentum;
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public:
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Bird(float x, float y, const std::shared_ptr<std::vector<sf::Texture>> texture_list);
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void impulse(float p);
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void tick(float step);
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bool collides(sf::FloatRect bounds);
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
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};
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#endif //FLOPPY_BIRD_BIRD_H
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@@ -11,7 +11,7 @@ set(SFML_ROOT root CACHE STRING "User specified path")
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set(SFML_COMPONENTS graphics window system network audio)
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set(SFML_COMPONENTS graphics window system network audio)
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set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR})
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set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR})
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find_package(SFML 2.1 COMPONENTS ${SFML_COMPONENTS} REQUIRED)
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find_package(SFML 2.5 COMPONENTS ${SFML_COMPONENTS} REQUIRED)
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message(STATUS "SFML found: ${SFML_FOUND}")
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message(STATUS "SFML found: ${SFML_FOUND}")
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# Include the directories for the main program, GL, CL and SFML's headers
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# Include the directories for the main program, GL, CL and SFML's headers
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@@ -22,7 +22,7 @@ include_directories(include)
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file(GLOB SOURCES "*.cpp")
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file(GLOB SOURCES "*.cpp")
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file(GLOB HEADERS "*.h")
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file(GLOB HEADERS "*.h")
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add_executable(${PNAME} ${SOURCES})
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add_executable(${PNAME} ${SOURCES} Bird.cpp Bird.h Pipe.cpp Pipe.h)
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# Link CL, GL, and SFML
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# Link CL, GL, and SFML
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target_link_libraries (${PNAME} ${SFML_LIBRARIES} ${SFML_DEPENDENCIES})
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target_link_libraries (${PNAME} ${SFML_LIBRARIES} ${SFML_DEPENDENCIES})
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38
Pipe.cpp
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38
Pipe.cpp
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@@ -0,0 +1,38 @@
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#include "Pipe.h"
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#include <utility>
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Pipe::Pipe(float x, float y,
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std::shared_ptr<sf::Texture> pipe_top_texture_s,
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std::shared_ptr<sf::Texture> pipe_shaft_texture_s,
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std::shared_ptr<sf::Shader> pipe_shaft_shader_s) :
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position(x, y),
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pipe_top_texture(std::move(pipe_top_texture_s)),
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pipe_shaft_texture(std::move(pipe_shaft_texture_s)),
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pipe_shaft_shader(std::move(pipe_shaft_shader_s)),
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momentum(1.0)
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{
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pipe_top = sf::Sprite(*pipe_top_texture);
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pipe_shaft = sf::Sprite(*pipe_shaft_texture);
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pipe_top.setPosition(position);
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}
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void Pipe::tick(float step, float speed) {
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position.x += step * speed;
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pipe_top.setPosition(position);
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auto pos = pipe_top.getPosition();
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pos.y += 25;
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pipe_shaft.setPosition(pos);
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}
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void Pipe::draw(sf::RenderTarget &target, sf::RenderStates states) const{
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states.shader = &*pipe_shaft_shader;
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target.draw(pipe_top, states);
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target.draw(pipe_shaft, states);
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}
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bool Pipe::collides(sf::FloatRect bounds) {
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return false;
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}
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33
Pipe.h
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33
Pipe.h
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@@ -0,0 +1,33 @@
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#ifndef FLOPPY_BIRD_PIPE_H
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#define FLOPPY_BIRD_PIPE_H
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#include <SFML/Graphics/Sprite.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Graphics/RenderTarget.hpp>
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#include <memory>
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class Pipe : public sf::Drawable {
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sf::Sprite pipe_top;
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sf::Sprite pipe_shaft;
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std::shared_ptr<sf::Texture> pipe_top_texture;
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std::shared_ptr<sf::Texture> pipe_shaft_texture;
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std::shared_ptr<sf::Shader> pipe_shaft_shader;
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sf::Vector2f position;
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float momentum;
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public:
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Pipe(float x, float y, std::shared_ptr<sf::Texture> pipe_top_texture, std::shared_ptr<sf::Texture> pipe_shaft_texture, std::shared_ptr<sf::Shader> shader);
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void tick(float step, float speed);
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bool collides(sf::FloatRect bounds);
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
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};
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#endif //FLOPPY_BIRD_PIPE_H
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91
main.cpp
91
main.cpp
@@ -3,6 +3,9 @@
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#include <iostream>
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#include <iostream>
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#include <random>
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#include <random>
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#include <chrono>
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#include <chrono>
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#include <list>
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#include "Bird.h"
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#include "Pipe.h"
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#ifdef linux
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#ifdef linux
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#elif defined _WIN32
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#elif defined _WIN32
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@@ -35,16 +38,18 @@ int main()
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int pipe_dist = 200;
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int pipe_dist = 200;
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "flappy");
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "flappy");
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// Init flappy
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sf::Texture flappy_texture[4] = { sf::Texture(), sf::Texture(), sf::Texture(), sf::Texture() };
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for (int i = 0; i < 4; i++) {
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flappy_texture[i].loadFromFile("../Assets/bird.png", sf::IntRect(0, i*12, 34, 24));
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}
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sf::RectangleShape flappy(sf::Vector2f(34, 24));
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std::shared_ptr<std::vector<sf::Texture>> texture_list = std::make_shared<std::vector<sf::Texture>>();
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flappy.setTexture(&flappy_texture[0],false);
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for (int i = 0; i < 4; i++) {
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flappy.setPosition(WINDOW_X / 2, WINDOW_Y / 2);
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sf::Texture t;
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t.loadFromFile("../Assets/bird.png", sf::IntRect(0, i*12, 34, 24));
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texture_list->push_back(t);
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}
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// Init flappy
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Bird bird(WINDOW_X/2, WINDOW_Y/2, texture_list);
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std::list<Pipe> pipes;
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// Init world
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// Init world
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sf::Texture background = sf::Texture(); background.loadFromFile("../Assets/sky.png");
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sf::Texture background = sf::Texture(); background.loadFromFile("../Assets/sky.png");
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@@ -61,6 +66,12 @@ int main()
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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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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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float speed = 250;
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float speed = 250;
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std::shared_ptr<sf::Shader> shader = std::make_shared<sf::Shader>();
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if (!shader->loadFromFile("/home/mrh/source/floppy-bird/Assets/shaders/pipe_shader.vert", "/home/mrh/source/floppy-bird/Assets/shaders/pipe_shader.frag"))
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{
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std::cout << "asodijfoqijwef" << std::endl;
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}
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while (window.isOpen())
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while (window.isOpen())
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{
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{
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sf::Event event; // Handle input
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sf::Event event; // Handle input
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@@ -72,22 +83,23 @@ int main()
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speed += event.mouseWheelScroll.delta * 20;
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speed += event.mouseWheelScroll.delta * 20;
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if(event.type == sf::Event::KeyPressed)
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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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if (event.key.code == sf::Keyboard::Space)
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momentum = -2;
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bird.impulse(3.0);
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if (event.type == sf::Event::MouseButtonPressed) {
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if (event.type == sf::Event::MouseButtonPressed) {
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if (event.mouseButton.button == sf::Mouse::Right)
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if (event.mouseButton.button == sf::Mouse::Right)
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pipe_dist -= 10;
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pipe_dist -= 10;
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if (event.mouseButton.button == sf::Mouse::Middle)
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if (event.mouseButton.button == sf::Mouse::Middle)
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pipe_dist += 10;
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pipe_dist += 10;
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if (event.mouseButton.button == sf::Mouse::Left)
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if (event.mouseButton.button == sf::Mouse::Left)
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momentum = -2;
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bird.impulse(3.0);
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}
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}
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}
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}
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elapsed_time = elap_time(); // Handle time
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elapsed_time = elap_time(); // Handle time
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delta_time = elapsed_time - current_time;
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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current_time = elapsed_time;
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if (delta_time > 0.02f)
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if (delta_time > 0.02f) {
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delta_time = 0.02f;
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delta_time = 0.02f;
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}
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accumulator_time += delta_time;
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accumulator_time += delta_time;
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while ((accumulator_time - step_size) >= step_size) { // While the frame has sim time, update
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while ((accumulator_time - step_size) >= step_size) { // While the frame has sim time, update
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@@ -96,13 +108,17 @@ int main()
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if (pipe_down_sprite.getPosition().x < -pipe_down_sprite.getGlobalBounds().width) {
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if (pipe_down_sprite.getPosition().x < -pipe_down_sprite.getGlobalBounds().width) {
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pipe_down_sprite.setPosition(WINDOW_X, rgen(rng));
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pipe_down_sprite.setPosition(WINDOW_X, rgen(rng));
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pipe_up_sprite.setPosition(WINDOW_X, pipe_down_sprite.getPosition().y + pipe_dist);
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pipe_up_sprite.setPosition(WINDOW_X, pipe_down_sprite.getPosition().y + pipe_dist);
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pipes.emplace_back(100, 100, std::make_shared<sf::Texture>(pipe_up), std::make_shared<sf::Texture>(pipe_shaft), shader);
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std::cout << "added one" << std::endl;
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}
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}
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else {
|
else {
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pipe_up_sprite.setPosition(pipe_up_sprite.getPosition().x - step_size * speed, pipe_up_sprite.getPosition().y);
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pipe_up_sprite.setPosition(pipe_up_sprite.getPosition().x - step_size * speed, pipe_up_sprite.getPosition().y);
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pipe_down_sprite.setPosition(pipe_down_sprite.getPosition().x - step_size * speed, pipe_down_sprite.getPosition().y);
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pipe_down_sprite.setPosition(pipe_down_sprite.getPosition().x - step_size * speed, pipe_down_sprite.getPosition().y);
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}
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}
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if (background_sprite.getPosition().x + background_sprite.getGlobalBounds().width < WINDOW_X)
|
if (background_sprite.getPosition().x + background_sprite.getGlobalBounds().width < WINDOW_X) {
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background_sprite.setPosition(0, 0);
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background_sprite.setPosition(0, 0);
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|
}
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else
|
else
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background_sprite.setPosition(background_sprite.getPosition().x - step_size * (speed - 100), background_sprite.getPosition().y);
|
background_sprite.setPosition(background_sprite.getPosition().x - step_size * (speed - 100), background_sprite.getPosition().y);
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if (land_sprite.getPosition().x + 10 + land_sprite.getGlobalBounds().width < WINDOW_X)
|
if (land_sprite.getPosition().x + 10 + land_sprite.getGlobalBounds().width < WINDOW_X)
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@@ -110,40 +126,33 @@ int main()
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else
|
else
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land_sprite.setPosition(land_sprite.getPosition().x - step_size * speed, land_sprite.getPosition().y);
|
land_sprite.setPosition(land_sprite.getPosition().x - step_size * speed, land_sprite.getPosition().y);
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||||||
|
|
||||||
sf::Vector2f f_pos = flappy.getPosition();
|
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||||||
sf::FloatRect f_rec = flappy.getGlobalBounds();
|
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||||||
sf::Vector2f p_pos = pipe_up_sprite.getPosition();
|
|
||||||
sf::FloatRect p_rec = pipe_up_sprite.getGlobalBounds();
|
|
||||||
|
|
||||||
// Check collisions
|
// Check collisions
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if (f_pos.y > land_sprite.getPosition().y) {
|
if (bird.collides(pipe_up_sprite.getGlobalBounds()) ||
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f_pos = sf::Vector2f(WINDOW_X / 2, p_pos.y - pipe_dist / 2);
|
bird.collides(pipe_down_sprite.getGlobalBounds()) ||
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momentum = -2;
|
bird.collides(land_sprite.getGlobalBounds())
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std::cout << "\ndead " + std::to_string(flappy.getPosition().y);
|
)
|
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}
|
{
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|
//std::cout << "dead!!!!!!!!" << std::endl;
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||||||
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}
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||||||
|
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||||||
if (f_pos.x < p_pos.x + p_rec.width &&
|
bird.tick(step_size);
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f_pos.x + f_rec.width > p_pos.x &&
|
for (auto pipe = pipes.begin(); pipe != pipes.end(); ++pipe)
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(f_pos.y > p_pos.y || f_pos.y < p_pos.y - pipe_dist) &&
|
{
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(f_rec.height + f_pos.y > p_pos.y || f_rec.height + f_pos.y < p_pos.y + p_rec.height - pipe_dist)) {
|
pipe->tick(step_size, speed);
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||||||
|
}
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f_pos = sf::Vector2f(WINDOW_X / 2, p_pos.y - pipe_dist / 2);
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|
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momentum = -2;
|
|
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std::cout << "\ndead " + std::to_string(flappy.getPosition().y);
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|
||||||
}
|
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||||||
|
|
||||||
|
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||||||
momentum += g * step_size; // Impart gravity
|
|
||||||
f_pos.y += momentum;
|
|
||||||
flappy.setPosition(f_pos);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
window.draw(background_sprite); // Render
|
window.draw(background_sprite, &*shader); // Render
|
||||||
window.draw(land_sprite);
|
window.draw(land_sprite);
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window.draw(flappy);
|
window.draw(bird);
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||||||
window.draw(pipe_up_sprite);
|
window.draw(pipe_up_sprite);
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||||||
window.draw(pipe_down_sprite);
|
window.draw(pipe_down_sprite);
|
||||||
|
|
||||||
|
for (auto ptr = pipes.begin(); ptr != pipes.end(); ++ptr)
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||||||
|
{
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||||||
|
window.draw(*ptr);
|
||||||
|
}
|
||||||
|
|
||||||
pipe_shaft_sprite.setPosition(pipe_up_sprite.getPosition()); // Render the bottom pipe
|
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;
|
int y_pos = pipe_up_sprite.getPosition().y + pipe_up_sprite.getGlobalBounds().height;
|
||||||
while (y_pos < WINDOW_Y) {
|
while (y_pos < WINDOW_Y) {
|
||||||
|
|||||||
Reference in New Issue
Block a user