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https://github.com/ProgramSnail/snake_2024.git
synced 2025-12-07 15:08:44 +00:00
moving circle prototype, circle and square drawing, part of food map implementation, utils
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parent
b4a4ffc08a
commit
4570d6e593
9 changed files with 378 additions and 18 deletions
6
include/Bot.hpp
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6
include/Bot.hpp
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#pragma once
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class Bot {
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public:
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private:
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};
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123
include/Canvas.hpp
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123
include/Canvas.hpp
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#pragma once
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#include <algorithm>
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#include <cmath>
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#include <vector>
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#
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#include "Engine.h"
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#include "Utils.hpp"
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enum class Color : uint32_t {
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BLACK = 0x000000ff,
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WHITE = 0x00ff6000,
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BLUE = 0x000000ff,
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GREEN = 0x0000ff00,
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CYAN = 0x0000ffff,
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RED = 0x00ff0000,
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MAGENTA = 0x00ff00ff,
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YELLOW = 0x00ffff00,
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GRAY = 0x001f1f1f,
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ORANGE = 0x00ff6000,
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};
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constexpr Color CL_BG = Color::BLACK;
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using Screen = uint32_t[SCREEN_HEIGHT][SCREEN_WIDTH];
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class CanvasObject {
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public:
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struct Config {
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Veci pos;
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int size;
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Color color = Color ::WHITE;
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};
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CanvasObject(Config config)
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: pos_(config.pos), size_(config.size), color_(config.color),
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shown_(false) {}
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virtual void move_to(Veci) = 0;
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virtual void show() = 0;
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virtual void hide() = 0;
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virtual ~CanvasObject() {
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if (shown_) {
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// hide(); // TODO
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}
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}
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protected:
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Veci pos_;
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int size_;
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Color color_;
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bool shown_;
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};
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class StatelessCanvasObject : public CanvasObject {
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public:
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using CanvasObject::CanvasObject;
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void move_to(Veci pos) override {
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if (not shown_) {
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return;
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}
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hide();
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pos_ = pos;
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show();
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}
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void show() override { fill(color_); }
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void hide() override { fill(CL_BG); }
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protected:
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virtual void fill(Color color) = 0;
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};
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class Square : public StatelessCanvasObject {
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public:
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using StatelessCanvasObject::StatelessCanvasObject;
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protected:
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void fill(Color color) override {
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for (int x = pos_.x; x < pos_.x + size_; ++x) {
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std::fill(screen_at(x, pos_.y), screen_at(x, pos_.y + size_),
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static_cast<uint32_t>(color));
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}
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}
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};
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class Circle : public StatelessCanvasObject {
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public:
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using StatelessCanvasObject::StatelessCanvasObject;
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protected:
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void fill(Color color) override {
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for (int x = -size_; x < size_; ++x) {
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int size_y = std::sqrt(size_ * size_ - std::abs(x) * std::abs(x));
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std::fill(screen_at(pos_.x + x, pos_.y - size_y),
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screen_at(pos_.x + x, pos_.y + size_y),
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static_cast<uint32_t>(color));
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}
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}
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};
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class Worm : public CanvasObject {
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Worm(CanvasObject::Config config, size_t max_track_size)
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: CanvasObject(config), max_track_size_(max_track_size) {}
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protected:
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const size_t max_track_size_;
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std::vector<Circle> track_;
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};
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// class Canvas {
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// public:
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// Canvas(Screen &screen) : screen_(screen) {}
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// size_t insert(CanvasObject obj) {}
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// void erase(size_t id) {}
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// private:
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// Screen &screen_;
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// };
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62
include/Map.hpp
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62
include/Map.hpp
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#pragma once
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#include <deque>
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#include "Utils.hpp"
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#include "Vec.hpp"
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class Map : public GameObject {
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struct Food {
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size_t gen;
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Veci pos;
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int weight;
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bool eaten = false;
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};
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static constexpr double GEN_INTERVAL = 1.0;
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static constexpr size_t FOOD_EXISTS_GENS = 10;
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static constexpr size_t GEN_FOOD_COUNT = 1000;
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static constexpr int SIZE_X = 20000;
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static constexpr int SIZE_Y = 20000;
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public:
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void act(float dt) override {
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time_from_last_gen_ += dt;
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if (time_from_last_gen_ > GEN_INTERVAL) {
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time_from_last_gen_ -= GEN_INTERVAL;
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generate();
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}
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}
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int eat(Veci pos, int dist) { // TODO: faster variant ?
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size_t eaten_weight = 0;
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for (auto &food : food_) {
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if ((pos - food.pos).len_sq() < dist * dist and not food.eaten) {
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food.eaten = true;
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eaten_weight += food.weight;
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}
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}
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return eaten_weight;
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}
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void draw() override {} // TODO
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private:
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void generate() {
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++current_gen_;
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while (food_.front().gen + FOOD_EXISTS_GENS < current_gen_) {
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food_.pop_front();
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}
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for (size_t i = 0; i < GEN_FOOD_COUNT; ++i) {
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food_.push_back({.gen = current_gen_,
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.pos = {.x = rand() % SIZE_X, .y = rand() % SIZE_Y},
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.weight = 1});
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}
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}
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private:
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double time_from_last_gen_ = 0;
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size_t current_gen_ = 0;
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std::deque<Food> food_ = {};
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};
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6
include/Player.hpp
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6
include/Player.hpp
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#pragma once
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class Player {
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public:
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private:
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};
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0
include/Snake.hpp
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0
include/Snake.hpp
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41
include/Utils.hpp
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41
include/Utils.hpp
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#pragma once
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#include <algorithm>
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#include "Engine.h"
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#include "Vec.hpp"
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namespace safe {
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inline int lx(int x) { return std::max(0, x); }
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inline int ly(int y) { return std::max(0, y); }
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inline int ux(int x) { return std::min(SCREEN_HEIGHT - 1, x); }
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inline int uy(int y) { return std::min(SCREEN_WIDTH - 1, y); }
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inline int x(int x) { return safe::ux(safe::lx(x)); }
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inline int y(int y) { return safe::uy(safe::ly(y)); }
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} // namespace safe
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inline uint32_t *screen_at(int x, int y) {
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return &buffer[safe::x(x)][safe::y(y)];
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}
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template <typename T> inline bool is_valid_pos(Vec<T> pos) {
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return pos.x >= 0 and pos.x < SCREEN_HEIGHT and pos.y >= 0 and
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pos.y < SCREEN_WIDTH;
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}
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inline Veci get_cursor() { return {.x = get_cursor_y(), .y = get_cursor_x()}; }
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//
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class GameObject {
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public:
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virtual void act(float dt) = 0;
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virtual void draw() = 0;
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virtual ~GameObject() {}
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};
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99
include/Vec.hpp
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99
include/Vec.hpp
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#pragma once
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#include <cmath>
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template <typename T> struct Vec {
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T x;
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T y;
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//
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template <typename U> explicit operator Vec<U>() {
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return Vec<U>{.x = x, .y = y};
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}
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//
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Vec &operator-() {
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x = -x;
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y = -y;
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return *this;
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}
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Vec &operator*=(const T &value) {
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x *= value;
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y *= value;
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return *this;
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}
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Vec &operator/=(const T &value) {
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x /= value;
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y /= value;
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return *this;
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}
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Vec operator*(const T &value) const {
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auto copy = Vec{*this};
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copy *= value;
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return copy;
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}
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Vec operator/(const T &value) const {
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auto copy = Vec{*this};
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copy /= value;
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return copy;
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}
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//
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Vec &operator+=(const Vec &other) {
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x += other.x;
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y += other.y;
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return *this;
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}
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Vec &operator-=(const Vec &other) {
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x -= other.x;
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y -= other.y;
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return *this;
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}
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Vec operator+(const Vec &other) const {
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auto copy = Vec{*this};
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copy += other;
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return copy;
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}
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Vec operator-(const Vec &other) const {
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auto copy = Vec{*this};
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copy -= other;
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return copy;
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}
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//
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bool operator==(const Vec &other) const = default;
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bool operator!=(const Vec &other) const = default;
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//
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int len_sq() const { return dot(*this, *this); }
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double len() const { return std::sqrt(len_sq()); }
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Vec<double> norm() { return Vec<double>(*this) / len(); }
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//
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int static dot(Vec left, Vec right) {
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return left.x * right.x + left.y * right.y;
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}
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int static cross(Vec left, Vec right) {
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return left.x * right.y - left.y * right.x;
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}
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};
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using Veci = Vec<int>;
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using Vecf = Vec<double>;
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0
src/Canvas.cpp
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0
src/Canvas.cpp
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59
src/Game.cpp
59
src/Game.cpp
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#include "Engine.h"
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#include <stdlib.h>
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#include <iostream>
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#include <memory.h>
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#include <stdlib.h>
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#include <stdio.h>
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// #include <stdio.h>
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#include "Canvas.hpp"
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constexpr double MIN_CONTROL_DISTANCE = 10;
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//
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// You are free to modify this file
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//
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// is_key_pressed(int button_vk_code) - check if a key is pressed,
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// use keycodes (VK_SPACE, VK_RIGHT, VK_LEFT, VK_UP, VK_DOWN, VK_RETURN)
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// use keycodes (VK_SPACE, VK_RIGHT,
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// VK_LEFT, VK_UP, VK_DOWN, VK_RETURN)
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//
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// get_cursor_x(), get_cursor_y() - get mouse cursor position
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// is_mouse_button_pressed(int button) - check if mouse button is pressed (0 - left button, 1 - right button)
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// schedule_quit_game() - quit game after act()
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// is_mouse_button_pressed(int button) - check if mouse button is pressed (0 -
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// left button, 1 - right button) schedule_quit_game() - quit game after act()
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// initialize game data in this function
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void initialize()
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{
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}
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void initialize() {}
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float game_time = 0.0f;
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Vecf pos = {.x = 20, .y = 20};
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Vecf direction{.x = 1.0, .y = 0.0};
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Veci prev_cursor = {.x = 0, .y = 0};
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// this function is called to update game data,
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// dt - time elapsed since the previous update (in seconds)
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void act(float dt)
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{
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void act(float dt) {
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if (is_key_pressed(VK_ESCAPE))
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schedule_quit_game();
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Veci cursor = get_cursor();
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if (cursor != prev_cursor and is_valid_pos(cursor)) {
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Vecf diff = Vecf(cursor) - pos;
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if (diff.len() > MIN_CONTROL_DISTANCE) {
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direction = diff.norm();
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}
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}
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int speed = 200;
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pos += direction * dt * speed;
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game_time += dt;
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prev_cursor = cursor;
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// std::cout << "pos: " << pos.x << ' ' << pos.y << std::endl;
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// std::cout << "curs: " << get_cursor().x << ' ' << get_cursor().y <<
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// std::endl;
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}
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// fill buffer in this function
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// uint32_t buffer[SCREEN_HEIGHT][SCREEN_WIDTH] - is an array of 32-bit colors (8 bits per R, G, B)
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void draw()
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{
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// uint32_t buffer[SCREEN_HEIGHT][SCREEN_WIDTH] - is an array of 32-bit colors
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// (8 bits per R, G, B)
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void draw() {
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// clear backbuffer
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memset(buffer, 0, SCREEN_HEIGHT * SCREEN_WIDTH * sizeof(uint32_t));
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Circle sq({.pos = Veci(pos), .size = 20});
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sq.show();
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}
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// free game data in this function
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void finalize()
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{
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}
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void finalize() {}
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