Testing suite automatically enables/disables itself via header now

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
sigonasr2 2 years ago
parent 1719b29ed7
commit 42192e43e3
  1. 4
      C++/scripts/md5
  2. BIN
      C++ProjectTemplate
  3. 162
      main.cpp

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build.sh:ca58f10d4e30d807987ea0105930ae51 -
build.sh:6fbec04ed16be42bab846f1eed603133 -
commit.sh:d03a46e721060c22ccb146e19d27e70a -
debug.sh:cd1190f874a6f85a7ac7631ef0a00490 -
debug.sh:7f57c6640be5f262988961c3b45dce97 -
lines.sh:3b907786f7fc9204025993016c9080de -
release.sh:0a525311cc14b9c8aefc6f2b816129a1 -
temp:d41d8cd98f00b204e9800998ecf8427e -

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#define OLC_PGE_APPLICATION
#include "pixelGameEngine.h"
#if defined(__EMSCRIPTEN__)
#include <emscripten.h>
#define FILE_RESOLVE(url, file) emscripten_wget(url, file); emscripten_sleep(0)
#else
#define FILE_RESOLVE(url, file)
#endif
using namespace olc;
enum state{
PLAYER_CLICK,
PLAYER_DRAG,
BOARD_MOVE,
RED_WON,
BLUE_WON,
class Object{
public:
olc::vd2d pos;
Object(olc::vd2d pos)
:pos(pos) {}
virtual bool collidesWidth(Object&obj);
};
state GameState;
vi2d startingpos;
const float PI=3.14159;
float slidedir;
float lastUpdate=0;
const float TIME_PER_UPDATE=0.01f;
float acc=0;
vf2d boardpos;
// Override base class with your custom functionality
class SlideAndConquer : public olc::PixelGameEngine
{
public:
SlideAndConquer()
{
// Name your application
sAppName = "Slide and Conquer";
}
public:
olc::Renderable board;
olc::Renderable originalBoard;
void ResetGame() {
GameState=PLAYER_CLICK;
for (int x=0;x<256;x++) {
for (int y=0;y<256;y++) {
board.Sprite()->SetPixel(x,y,originalBoard.Sprite()->GetData()[y*256+x]);
}
}
board.Decal()->Update();
DrawSprite({0,0},board.Sprite());
class NPC:public Object{
olc::vd2d size;
NPC(olc::vd2d pos,olc::vd2d size)
:Object(pos),size(size) {}
bool collidesWidth(Object&obj)override{
return obj.pos.x>=pos.x&&obj.pos.x<=pos.x+size.x
&& obj.pos.y>=pos.y&&obj.pos.y<=pos.y+size.y;
}
bool OnUserCreate() override
{
board.Load("baseboard.png");
originalBoard.Load("baseboard.png");
GameState=PLAYER_CLICK;
DrawSprite({0,0},board.Sprite());
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
switch (GameState) {
case PLAYER_CLICK:{
DrawStringDecal({1,1},"CLICK ON THE PLAYFIELD",BLACK,{1,2});
if (GetMouse(0).bPressed) {
GameState=PLAYER_DRAG;
startingpos=GetMousePos();
}
}break;
case PLAYER_DRAG:{
float addedAngle=round((atan2f(GetMousePos().y-startingpos.y,GetMousePos().x-startingpos.x))/(PI/8))*(PI/8);
float dist=(GetMousePos()-startingpos).mag();
DrawDecal({sin(PI/2-addedAngle)*dist/30,cos(PI/2-addedAngle)*dist/30},board.Decal());
DrawPolygonDecal(nullptr,
{
{startingpos.x+sin(PI-addedAngle)*(dist/10),startingpos.y+cos(PI-addedAngle)*(dist/10)},
{startingpos.x+sin(-addedAngle)*(dist/10),startingpos.y+cos(-addedAngle)*(dist/10)},
{startingpos.x+sin(PI/2-addedAngle)*dist,startingpos.y+cos(PI/2-addedAngle)*dist}
},
{
{0,0},
{0,0},
{0,0},
},BLACK);
DrawStringDecal({1,1},"CHOOSE A SLIDE DIRECTION",BLACK,{1,2});
if (GetMouse(0).bPressed) {
slidedir=PI/2-addedAngle;
GameState=BOARD_MOVE;
boardpos={0,0};
}
}break;
case BOARD_MOVE:{
DrawStringDecal({1,1},"WAITING...",BLACK,{1,2});
if ((acc+=fElapsedTime)>TIME_PER_UPDATE) {
acc=0;
boardpos.x+=sin(slidedir);
boardpos.y+=cos(slidedir);
bool AllRed=true;
bool AllBlue=true;
if (boardpos.x>256||boardpos.x+256<0||boardpos.y>256||boardpos.y+256<0) {
GameState=PLAYER_CLICK;
SetDrawTarget(nullptr);
for (int x=0;x<256;x++) {
for (int y=0;y<256;y++) {
Pixel p = GetDrawTarget()->GetData()[y*256+x];
board.Sprite()->SetPixel(x,y,p);
if (p.r<p.b) {
AllRed=false;
}
if (p.b<p.r) {
AllBlue=false;
}
}
}
board.Decal()->Update();
if (AllRed) {
GameState=RED_WON;
}
if (AllBlue) {
GameState=BLUE_WON;
}
break;
} else {
DrawSprite(boardpos,board.Sprite());
}
}
}break;
case RED_WON:{
DrawStringDecal({1,1},"RED WINS! CLICK TO PLAY AGAIN",DARK_BLUE,{1,2});
if (GetMouse(0).bPressed) {
ResetGame();
}
}break;
case BLUE_WON:{
DrawStringDecal({1,1},"BLUE WINS! CLICK TO PLAY AGAIN",DARK_RED,{1,2});
if (GetMouse(0).bPressed) {
ResetGame();
}
}break;
}
return true;
}
};
}
int main()
{
SlideAndConquer demo;
if (demo.Construct(256, 256, 4, 4))
demo.Start();
int main() {
return 0;
}
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