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@ -2,88 +2,72 @@ |
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#include "pixelGameEngine.h" |
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#include "olcutils.h" |
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using namespace olc; |
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class Example : public olc::PixelGameEngine |
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int main() |
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{ |
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public: |
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Example() |
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{ |
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sAppName = "Example"; |
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std::ifstream file("input"); |
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int points=0; |
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while (file.good()) { |
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std::string line; |
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std::getline(file,line); |
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/*
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A,X = Rock 1 |
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B,Y = Paper 2 |
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C,Z = Scissors 3 |
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X Loss 0 |
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Y Draw 3 |
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Z Wins 6 |
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*/ |
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char s1 = line[0]; |
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char s2 = line[2]; |
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if (s2=='Z') { //Win
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switch (s1) { |
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case 'A':{ //Rock
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points+=6+2; |
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std::cout<<points<<std::endl; |
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}break; |
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case 'B':{ //Paper
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points+=6+3; |
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std::cout<<points<<std::endl; |
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}break; |
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case 'C':{ //Scissors
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points+=6+1; |
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std::cout<<points<<std::endl; |
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}break; |
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} |
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public: |
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bool RayVsRect(const vf2d ray_origin, const vf2d ray_dir, const olc::utils::geom2d::rect<float> target, vf2d&contact_point, vf2d&contact_normal, float&t_hit_near){ |
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contact_normal = { 0, 0 }; |
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contact_point = { 0, 0 }; |
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vf2d t_near = {(target.pos.x - ray_origin.x) / ray_dir.x, (target.pos.y - ray_origin.y) / ray_dir.y}; |
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vf2d t_far = {(target.pos.x + target.size.x - ray_origin.x) / ray_dir.x, (target.pos.y + target.size.y - ray_origin.y) / ray_dir.y}; |
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if (t_near.x > t_far.x) {float b; b = t_near.x; t_near.x = t_far.x; t_far.x = b;}; |
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if (t_near.y > t_far.y) {float b; b = t_near.y; t_near.y = t_far.y; t_far.y = b;}; |
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if (t_near.x > t_far.y || t_near.y > t_far.x) return false; |
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t_hit_near = fmax(t_near.x, t_near.y); |
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float t_hit_far = fmin(t_far.x, t_far.y); |
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if (t_hit_far < 0) return false; |
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contact_point.x = ray_origin.x + t_hit_near * ray_dir.x;
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contact_point.y = ray_origin.y + t_hit_near * ray_dir.y; |
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if (t_near.x > t_near.y) |
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if ( 1.0f / ray_dir.x < 0) |
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contact_normal = { 1, 0 }; |
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else |
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contact_normal = { -1, 0}; |
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else
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if ( t_near.x < t_near.y) |
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if ( 1.0f / ray_dir.y < 0) |
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contact_normal = { 0, 1 }; |
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else |
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contact_normal = { 0, -1 }; |
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return true; |
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} |
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vf2d originPoint={16,16}; |
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bool OnUserCreate() override |
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{ |
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// Called once at the start, so create things here
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return true; |
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if (s2=='Y') { //Draw
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switch (s1) { |
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case 'A':{ //Rock
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points+=3+1; |
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std::cout<<points<<std::endl; |
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}break; |
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case 'B':{ //Paper
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points+=3+2; |
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std::cout<<points<<std::endl; |
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}break; |
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case 'C':{ //Scissors
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points+=3+3; |
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std::cout<<points<<std::endl; |
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}break; |
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} |
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bool OnUserUpdate(float fElapsedTime) override |
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{ |
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vf2d velocity={(GetKey(D).bHeld-GetKey(A).bHeld)*20*fElapsedTime,(GetKey(S).bHeld-GetKey(W).bHeld)*20*fElapsedTime}; |
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vf2d contact_point; |
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vf2d contact_normal; |
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float t_hit_near; |
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Clear(Pixel(64,64,255)); |
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if (!olc::utils::geom2d::overlaps(olc::utils::geom2d::circle<float>{originPoint+velocity,5},olc::utils::geom2d::rect<float>{{32,32},{64,32}})) { |
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originPoint+=velocity; |
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DrawCircle(originPoint,5); |
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} else { |
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DrawCircle(originPoint,5,RED); |
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} |
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DrawLine(originPoint,GetMousePos()); |
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DrawRect({32,32},{64,32},RayVsRect(originPoint, GetMousePos()-originPoint, olc::utils::geom2d::rect<float>{{32,32},{64,32}},contact_point,contact_normal,t_hit_near)&&t_hit_near<1?YELLOW:WHITE); |
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return true; |
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if (s2=='X') { //Lose
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switch (s1) { |
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case 'A':{ //Rock
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points+=0+3; |
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std::cout<<points<<std::endl; |
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}break; |
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case 'B':{ //Paper
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points+=0+1; |
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std::cout<<points<<std::endl; |
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}break; |
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case 'C':{ //Scissors
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points+=0+2; |
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std::cout<<points<<std::endl; |
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}break; |
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} |
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}; |
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int main() |
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{ |
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Example demo; |
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if (demo.Construct(128, 120, 8, 8)) |
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demo.Start(); |
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} |
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} |
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std::cout<<"Total:"<<points<<std::endl; |
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return 0; |
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} |
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