Testing suite automatically enables/disables itself via header now
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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build.sh:ca58f10d4e30d807987ea0105930ae51 -
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build.sh:6fbec04ed16be42bab846f1eed603133 -
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commit.sh:d03a46e721060c22ccb146e19d27e70a -
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debug.sh:cd1190f874a6f85a7ac7631ef0a00490 -
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debug.sh:7f57c6640be5f262988961c3b45dce97 -
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lines.sh:3b907786f7fc9204025993016c9080de -
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release.sh:0a525311cc14b9c8aefc6f2b816129a1 -
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temp:d41d8cd98f00b204e9800998ecf8427e -
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162
main.cpp
162
main.cpp
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#define OLC_PGE_APPLICATION
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#include "pixelGameEngine.h"
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#if defined(__EMSCRIPTEN__)
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#include <emscripten.h>
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#define FILE_RESOLVE(url, file) emscripten_wget(url, file); emscripten_sleep(0)
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#else
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#define FILE_RESOLVE(url, file)
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#endif
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using namespace olc;
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enum state{
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PLAYER_CLICK,
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PLAYER_DRAG,
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BOARD_MOVE,
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RED_WON,
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BLUE_WON,
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class Object{
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public:
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olc::vd2d pos;
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Object(olc::vd2d pos)
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:pos(pos) {}
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virtual bool collidesWidth(Object&obj);
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};
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state GameState;
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vi2d startingpos;
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const float PI=3.14159;
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float slidedir;
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float lastUpdate=0;
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const float TIME_PER_UPDATE=0.01f;
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float acc=0;
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vf2d boardpos;
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// Override base class with your custom functionality
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class SlideAndConquer : public olc::PixelGameEngine
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{
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public:
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SlideAndConquer()
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{
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// Name your application
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sAppName = "Slide and Conquer";
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class NPC:public Object{
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olc::vd2d size;
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NPC(olc::vd2d pos,olc::vd2d size)
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:Object(pos),size(size) {}
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bool collidesWidth(Object&obj)override{
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return obj.pos.x>=pos.x&&obj.pos.x<=pos.x+size.x
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&& obj.pos.y>=pos.y&&obj.pos.y<=pos.y+size.y;
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}
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}
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public:
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olc::Renderable board;
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olc::Renderable originalBoard;
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void ResetGame() {
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GameState=PLAYER_CLICK;
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for (int x=0;x<256;x++) {
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for (int y=0;y<256;y++) {
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board.Sprite()->SetPixel(x,y,originalBoard.Sprite()->GetData()[y*256+x]);
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}
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}
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board.Decal()->Update();
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DrawSprite({0,0},board.Sprite());
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}
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bool OnUserCreate() override
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{
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board.Load("baseboard.png");
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originalBoard.Load("baseboard.png");
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GameState=PLAYER_CLICK;
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DrawSprite({0,0},board.Sprite());
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return true;
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}
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bool OnUserUpdate(float fElapsedTime) override
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{
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switch (GameState) {
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case PLAYER_CLICK:{
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DrawStringDecal({1,1},"CLICK ON THE PLAYFIELD",BLACK,{1,2});
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if (GetMouse(0).bPressed) {
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GameState=PLAYER_DRAG;
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startingpos=GetMousePos();
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}
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}break;
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case PLAYER_DRAG:{
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float addedAngle=round((atan2f(GetMousePos().y-startingpos.y,GetMousePos().x-startingpos.x))/(PI/8))*(PI/8);
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float dist=(GetMousePos()-startingpos).mag();
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DrawDecal({sin(PI/2-addedAngle)*dist/30,cos(PI/2-addedAngle)*dist/30},board.Decal());
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DrawPolygonDecal(nullptr,
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{
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{startingpos.x+sin(PI-addedAngle)*(dist/10),startingpos.y+cos(PI-addedAngle)*(dist/10)},
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{startingpos.x+sin(-addedAngle)*(dist/10),startingpos.y+cos(-addedAngle)*(dist/10)},
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{startingpos.x+sin(PI/2-addedAngle)*dist,startingpos.y+cos(PI/2-addedAngle)*dist}
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},
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{
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{0,0},
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{0,0},
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{0,0},
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},BLACK);
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DrawStringDecal({1,1},"CHOOSE A SLIDE DIRECTION",BLACK,{1,2});
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if (GetMouse(0).bPressed) {
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slidedir=PI/2-addedAngle;
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GameState=BOARD_MOVE;
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boardpos={0,0};
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}
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}break;
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case BOARD_MOVE:{
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DrawStringDecal({1,1},"WAITING...",BLACK,{1,2});
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if ((acc+=fElapsedTime)>TIME_PER_UPDATE) {
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acc=0;
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boardpos.x+=sin(slidedir);
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boardpos.y+=cos(slidedir);
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bool AllRed=true;
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bool AllBlue=true;
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if (boardpos.x>256||boardpos.x+256<0||boardpos.y>256||boardpos.y+256<0) {
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GameState=PLAYER_CLICK;
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SetDrawTarget(nullptr);
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for (int x=0;x<256;x++) {
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for (int y=0;y<256;y++) {
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Pixel p = GetDrawTarget()->GetData()[y*256+x];
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board.Sprite()->SetPixel(x,y,p);
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if (p.r<p.b) {
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AllRed=false;
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}
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if (p.b<p.r) {
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AllBlue=false;
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}
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}
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}
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board.Decal()->Update();
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if (AllRed) {
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GameState=RED_WON;
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}
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if (AllBlue) {
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GameState=BLUE_WON;
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}
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break;
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} else {
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DrawSprite(boardpos,board.Sprite());
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}
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}
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}break;
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case RED_WON:{
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DrawStringDecal({1,1},"RED WINS! CLICK TO PLAY AGAIN",DARK_BLUE,{1,2});
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if (GetMouse(0).bPressed) {
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ResetGame();
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}
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}break;
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case BLUE_WON:{
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DrawStringDecal({1,1},"BLUE WINS! CLICK TO PLAY AGAIN",DARK_RED,{1,2});
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if (GetMouse(0).bPressed) {
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ResetGame();
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}
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}break;
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}
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return true;
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}
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};
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int main()
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{
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SlideAndConquer demo;
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if (demo.Construct(256, 256, 4, 4))
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demo.Start();
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int main() {
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return 0;
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}
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