#define OLC_PGE_APPLICATION #include "olcPixelGameEngine.h" using namespace olc; #define PI 3.14159 // Override base class with your custom functionality class SmartPointerExample : public olc::PixelGameEngine { struct Object{ vf2d pos; Renderable&r; Pixel col; float radius; float dir; vf2d spd; bool friendly=false; bool dead=false; const float friction=100; Object(vf2d pos,Renderable&r,Pixel col,float radius,float dir) :pos(pos),r(r),col(col),radius(radius),dir(dir){}; virtual void Collision(Object&collisionObj){}; void InternalUpdate(SmartPointerExample*pge,float fElapsedTime){ pos+=spd*fElapsedTime; if(spd.x>0){ spd.x=std::max(0.f,spd.x-friction*fElapsedTime); } else { spd.x=std::min(0.f,spd.x+friction*fElapsedTime); } if(spd.y>0){ spd.y=std::max(0.f,spd.y-friction*fElapsedTime); } else { spd.y=std::min(0.f,spd.y+friction*fElapsedTime); } if(spd.x!=0||spd.y!=0){ vf2d normSpd = spd.norm(); dir=atan2(normSpd.y,normSpd.x); } } virtual void Update(SmartPointerExample * pge, float fElapsedTime){} virtual void Draw(SmartPointerExample*pge){ pge->DrawRotatedDecal(pos,r.Decal(),dir,r.Sprite()->Size()/2,{1,1},col); }; }; struct Player:Object{ Player(vf2d pos,Renderable&r,Pixel col,float radius,float dir) :Object(pos,r,col,radius,dir){ friendly=true; } void Collision(Object&collisionObj)override{ if(!collisionObj.friendly){ collisionObj.dead=true; } } void Update(SmartPointerExample*pge,float fElapsedTime)override{ if(pge->GetKey(UP).bHeld){ spd.y=-32; } if(pge->GetKey(DOWN).bHeld){ spd.y=32; } if(pge->GetKey(RIGHT).bHeld){ spd.x=32; } if(pge->GetKey(LEFT).bHeld){ spd.x=-32; } } }; struct Enemy:Object{ Enemy(vf2d pos,Renderable&r,Pixel col,float radius,float dir) :Object(pos,r,col,radius,dir){ friendly=false; } void Update(SmartPointerExample*pge,float fElapsedTime)override{ } }; std::vectorobjects; public: SmartPointerExample() { // Name your application sAppName = "Smart Pointer Example"; } Renderable player_img; Renderable enemy_img; public: bool OnUserCreate() override { player_img.Load("assets/player.png"); // Called once at the start, so create things here objects.push_back(new Player({32,32},player_img,GREEN,8,0)); objects.push_back(new Enemy({64,128},player_img,DARK_RED,8,PI/2)); objects.push_back(new Enemy({96,164},player_img,DARK_RED,8,1.75*PI)); objects.push_back(new Enemy({32,196},player_img,DARK_RED,8,1.25*PI)); objects.push_back(new Enemy({72,220},player_img,DARK_RED,8,PI/8)); return true; } bool OnUserUpdate(float fElapsedTime) override { for(Object*o:objects){ for(Object*o2:objects){ if(o!=o2){ auto dist = [&](vf2d pos1,vf2d pos2){return sqrt(pow(pos1.x-pos2.x,2)+pow(pos1.y-pos2.y,2));}; if(dist(o->pos,o2->pos)radius+o2->radius){ o->Collision(*o2); o2->Collision(*o); } } } o->Update(this,fElapsedTime); o->InternalUpdate(this,fElapsedTime); o->Draw(this); } std::erase_if(objects,[&](Object*o){return o->dead;}); return true; } }; int main() { SmartPointerExample demo; if (demo.Construct(256, 240, 4, 4)) demo.Start(); return 0; }