A proper loop
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@@ -2,12 +2,28 @@
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include <random>
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#include <windows.h>
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const float g = 7.8;
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const int WINDOW_X = 600;
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const int WINDOW_Y = 800;
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const int pipe_dist = 300;
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float elap_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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int main()
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{
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std::mt19937 rng(time(NULL));
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@@ -38,10 +54,24 @@ int main()
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double momentum = 0;
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int r = 0;
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float step_size = 0.005f;
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double current_time = 0.0;
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double frame_time = 0.0;
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double instant_fps = 0.0;
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double accumulator_time = 0.0;
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int render_frame_count = 0;
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double render_fps = 0;
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int physics_frame_count = 0;
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double physics_fps = 0;
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double elapsed_time = 0;
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double delta_time = 0;
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while (window.isOpen())
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{
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std::cout << r++ << std::endl;
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sf::Event event;
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while (window.pollEvent(event)) {
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if (event.type == sf::Event::Closed) {
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@@ -49,31 +79,43 @@ int main()
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}
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}
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// Move pipes, background
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elapsed_time = elap_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if (delta_time > 0.02f)
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delta_time = 0.02f;
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accumulator_time += delta_time;
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while ((accumulator_time - step_size) >= step_size) {
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accumulator_time -= step_size;
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// Update logic
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// Move pipes, background, floor
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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_up_sprite.setPosition(WINDOW_X, pipe_down_sprite.getPosition().y + pipe_dist);
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}
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else {
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pipe_up_sprite.setPosition(pipe_up_sprite.getPosition().x - 0.2, pipe_up_sprite.getPosition().y);
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pipe_down_sprite.setPosition(pipe_down_sprite.getPosition().x - 0.2, pipe_down_sprite.getPosition().y);
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pipe_up_sprite.setPosition(pipe_up_sprite.getPosition().x - step_size * 100, pipe_up_sprite.getPosition().y);
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pipe_down_sprite.setPosition(pipe_down_sprite.getPosition().x - step_size * 100, pipe_down_sprite.getPosition().y);
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}
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if (background_sprite.getPosition().x + background_sprite.getGlobalBounds().width < WINDOW_X) {
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background_sprite.setPosition(0, 0);
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}
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else {
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background_sprite.setPosition(background_sprite.getPosition().x - 0.1, background_sprite.getPosition().y);
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background_sprite.setPosition(background_sprite.getPosition().x - step_size * 80, background_sprite.getPosition().y);
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}
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if (land_sprite.getPosition().x + 10 + land_sprite.getGlobalBounds().width < WINDOW_X) {
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land_sprite.setPosition(14, land_sprite.getPosition().y);
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}
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else {
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land_sprite.setPosition(land_sprite.getPosition().x - 0.2, land_sprite.getPosition().y);
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land_sprite.setPosition(land_sprite.getPosition().x - step_size * 100, land_sprite.getPosition().y);
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}
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// Check collisions
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if (flappy.getPosition().y > land_sprite.getPosition().y) {
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flappy.setPosition(WINDOW_X / 2, WINDOW_Y / 2);
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momentum = 0;
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@@ -89,15 +131,22 @@ int main()
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std::cout << "dead";
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}
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// Get input
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) {
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momentum = -.4;
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momentum = -2;
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}
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if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
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momentum = -2;
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}
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momentum += g / 10000;
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momentum += g * step_size;
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f_pos.y += momentum;
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flappy.setPosition(f_pos);
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physics_frame_count++;
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}
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window.clear(sf::Color::Black);
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window.draw(background_sprite);
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window.draw(land_sprite);
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@@ -128,3 +177,4 @@ int main()
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return 0;
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}
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