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#include "imgui.h"
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#include "imgui-SFML.h"
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#define _USE_MATH_DEFINES
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#include <math.h>
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#include <fmt/core.h>
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#include <box2d/box2d.h>
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#include <SFML/Graphics/Sprite.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/System.hpp>
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#include <SFML/Audio.hpp>
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#include <SFML/Window/Event.hpp>
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void ImGui_setup(sf::RenderWindow &window) {
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int res = ImGui::SFML::Init(window);
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if(res == 1) {
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fmt::print("ImGui returned result {}\n", res);
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} else {
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fmt::print("ImGui returned an error code={}\n", res);
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}
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}
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void ImGui_update(sf::RenderWindow &window, sf::Clock &deltaClock, sf::Time &tick) {
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ImGui::SFML::Update(window, deltaClock.restart());
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// ImGui::ShowDemoWindow();
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ImGui::Begin("Clock");
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sf::Vector2u size = window.getSize();
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ImGui::SetWindowPos(ImVec2(size.x - 150, 0));
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ImGui::SetWindowSize(ImVec2(150, 50));
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std::string msg = fmt::format("Time: {}\n", tick.asSeconds());
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ImGui::Button(msg.c_str());
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ImGui::End();
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}
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void Window_update(sf::RenderWindow &window, sf::Sprite &player) {
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window.clear();
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window.draw(player);
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ImGui::SFML::Render(window);
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window.display();
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}
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struct BoxTest {
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b2Body *groundBody;
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b2Body *body;
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};
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struct BoxTest Box2d_setup(b2World &world) {
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b2BodyDef groundBodyDef;
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groundBodyDef.position.Set(0.0f, -10.0f);
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b2Body *groundBody = world.CreateBody(&groundBodyDef);
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b2PolygonShape groundBox;
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groundBox.SetAsBox(50.0f, 10.0f);
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groundBody->CreateFixture(&groundBox, 0.0f);
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b2BodyDef bodyDef;
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bodyDef.type = b2_dynamicBody;
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bodyDef.position.Set(3.0f, 4.0f);
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b2Body *body = world.CreateBody(&bodyDef);
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b2PolygonShape dynamicBox;
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dynamicBox.SetAsBox(1.0f, 1.0f);
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b2FixtureDef fixtureDef;
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fixtureDef.shape = &dynamicBox;
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fixtureDef.density = 1.0f;
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fixtureDef.friction = 0.3f;
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body->CreateFixture(&fixtureDef);
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BoxTest box {groundBody, body};
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return box;
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}
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void Handle_events(sf::RenderWindow &window, BoxTest &box, sf::Sound &click) {
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sf::Event event;
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// is this a main event loop
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while (window.pollEvent(event)) {
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ImGui::SFML::ProcessEvent(window, event);
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switch(event.type) {
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case sf::Event::Closed:
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fmt::print("Exiting...\n");
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window.close();
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break;
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case sf::Event::KeyPressed:
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
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b2Vec2 force(-200, 1000);
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box.body->ApplyForceToCenter(force, true);
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box.body->ApplyTorque(100.0f, true);
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click.play();
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
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b2Vec2 force(200, 1000);
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box.body->ApplyForceToCenter(force, true);
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box.body->ApplyTorque(-100.0f, true);
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click.play();
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}
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break;
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case sf::Event::MouseButtonPressed:
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if(sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
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b2Vec2 force(-200, 1000);
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box.body->ApplyForceToCenter(force, true);
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box.body->ApplyTorque(100.0f, true);
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click.play();
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} else if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
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b2Vec2 force(200, 1000);
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box.body->ApplyForceToCenter(force, true);
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box.body->ApplyTorque(-100.0f, true);
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click.play();
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}
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break;
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}
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}
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}
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sf::Time Update_entities(sf::RenderWindow &window, b2World &world, sf::Clock &clock, sf::Clock &deltaClock, sf::Time &tick, BoxTest &box, sf::Sprite &player) {
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sf::Vector2u winSize = window.getSize();
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float timeStep = 1.0f / 60.0f;
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int velocityIterations = 6;
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int positionIterations = 2;
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sf::Time since = clock.getElapsedTime();
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sf::Time nextTick = since - tick > sf::seconds(1) ? since : tick;
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world.Step(timeStep, velocityIterations, positionIterations);
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b2Vec2 position = box.body->GetPosition();
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float angle = box.body->GetAngle();
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player.setPosition(position.x * 100.0f, winSize.y - position.y * 100.0f);
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player.setRotation(angle * 180.0f / M_PI);
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ImGui_update(window, deltaClock, tick);
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Window_update(window, player);
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return nextTick;
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}
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void Create_player(sf::RenderWindow &window, sf::Sprite &player, sf::Texture &texture) {
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if(!texture.loadFromFile("sprite.png")) {
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fmt::print("Error loading sprite!");
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}
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texture.setSmooth(true);
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player.setTexture(texture);
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// position the prite
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sf::Vector2u winSize = window.getSize();
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player.setPosition(winSize.x / 2, winSize.y / 2);
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player.setOrigin(50.f, 50.f);
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}
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int main() {
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fmt::print("Setting up a window for you...\n");
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sf::ContextSettings settings;
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settings.antialiasingLevel = 8;
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sf::RenderWindow window(sf::VideoMode(1920, 1080), "Simple Game Demo", sf::Style::Default, settings);
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window.setFramerateLimit(60);
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window.setVerticalSyncEnabled(true);
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ImGui_setup(window);
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sf::SoundBuffer buffer;
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if(!buffer.loadFromFile("click.mp3")) {
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fmt::print("Failed to load click.ogg!\n");
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}
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sf::Sound click;
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click.setBuffer(buffer);
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sf::Clock deltaClock;
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sf::Clock clock;
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sf::Time tick = clock.getElapsedTime();
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sf::Sprite player;
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sf::Texture texture;
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Create_player(window, player, texture);
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b2Vec2 gravity(0.0f, -10.0f);
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b2World world(gravity);
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BoxTest box = Box2d_setup(world);
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while (window.isOpen()) {
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Handle_events(window, box, click);
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// preparing for refactoring this into a class or struct for everything
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tick = Update_entities(window, world, clock, deltaClock, tick, box, player);
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}
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ImGui::SFML::Shutdown();
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}
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