generated from AMay/CPlusPlusProjectTemplate
Block clumping implementation
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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95a110808c
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@ -8,6 +8,10 @@ void BlockClump::addBlock(int col){
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blocks.push_back(Block({(float)col*12,0}));
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}
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void BlockClump::addBlock(vi2d offset){
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blocks.push_back(Block(offset));
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}
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vf2d BlockClump::getBlockPosition(Block&b){
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return {b.pos.x,b.pos.y+y};
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}
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@ -13,6 +13,7 @@ class BlockClump{
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BlockClump(){}
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std::vector<Block>&getBlocks();
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void addBlock(int col);
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void addBlock(vi2d offset);
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//Get a block's position relative to this block clump.
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vf2d getBlockPosition(Block&b);
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};
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19
Board.cpp
19
Board.cpp
@ -14,6 +14,16 @@ Board::Board(vi2d boardSize,float gravity,float spawnRate)
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void Board::spawnBlock(int col){
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BlockClump c=BlockClump();
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c.addBlock(col);
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if (game->coinFlip(game->gen)==0) {
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if (col>0) {
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c.addBlock(col-1);
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}
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}
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if (game->coinFlip(game->gen)==0) {
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if (col<boardSize.x-1) {
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c.addBlock(col+1);
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}
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}
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clumps.push_back(c);
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}
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@ -24,3 +34,12 @@ std::vector<Block>&Board::getBlocks(int col){
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std::vector<BlockClump>&Board::getBlockClumps(){
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return clumps;
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}
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void Board::removeClump(int ind){
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BlockClump&c=clumps[ind];
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for (Block b:c.getBlocks()){
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cols[b.pos.x/12].push_back(b);
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cols[b.pos.x/12][cols[b.pos.x/12].size()-1].pos=c.getBlockPosition(b);
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}
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clumps.erase(clumps.begin()+ind);
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}
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1
Board.h
1
Board.h
@ -19,5 +19,6 @@ class Board{
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void spawnBlock(int col);
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std::vector<Block>&getBlocks(int col);
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std::vector<BlockClump>&getBlockClumps();
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void removeClump(int ind);
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};
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#endif
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Binary file not shown.
2
Meteos.h
2
Meteos.h
@ -10,7 +10,7 @@ class Meteos : public olc::PixelGameEngine{
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sAppName="Meteos";
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}
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float lastBlockSpawn=0.0f;
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std::uniform_int_distribution<> randBlockPos;
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std::uniform_int_distribution<> randBlockPos,coinFlip;
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std::mt19937 gen;
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Board gameBoard;
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bool OnUserCreate()override;
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15
main.cpp
15
main.cpp
@ -12,6 +12,7 @@ bool Meteos::OnUserCreate()
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std::random_device rd; //Will be used to obtain a seed for the random number engine
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gen=std::mt19937(rd()); //Standard mersenne_twister_engine seeded with rd()
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randBlockPos=std::uniform_int_distribution<>(0, 9);
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coinFlip=std::uniform_int_distribution<>(0, 1);
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gameBoard=Board({10,14},12.f,3.0f);
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return true;
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@ -40,28 +41,28 @@ bool Meteos::OnUserUpdate(float fElapsedTime)
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for (int j=0;j<c.getBlocks().size();j++){
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Block&b=c.getBlocks()[j];
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int col=b.pos.x/12;
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for (int k=0;k<gameBoard.getBlocks(j).size();k++){
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Block&b2=gameBoard.getBlocks(j)[k];
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for (int k=0;k<gameBoard.getBlocks(col).size();k++){
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Block&b2=gameBoard.getBlocks(col)[k];
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if (c.getBlockPosition(b).y+12>=b2.pos.y&&c.getBlockPosition(b).y<=b2.pos.y+12){
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c.y=b2.pos.y-12;
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c.vspeed=0;
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gameBoard.removeClump(c);
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i--;
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gameBoard.removeClump(i--);
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goto nextClump;
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}
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}
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if (c.getBlockPosition(b).y>=gameBoard.yBottom) {
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c.y=gameBoard.yBottom;
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c.vspeed=0;
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gameBoard.removeClump(c);
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i--;
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gameBoard.removeClump(i--);
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goto nextClump;
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}
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}
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applyVelocity:
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for (int j=0;j<c.getBlocks().size();j++){
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Block&b=c.getBlocks()[j];
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c.y+=c.vspeed*fElapsedTime;
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FillRectDecal(c.getBlockPosition(b)+gameBoard.drawOffset,{12,12},DARK_GREEN);
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}
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nextClump:;
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}
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for (int i=0;i<gameBoard.boardSize.x;i++){
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for (int y=0;y<gameBoard.getBlocks(i).size();y++){
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