This is a simple game I'm writing to test the idea of using games to teach C++.
https://learncodethehardway.com/
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170 lines
4.6 KiB
170 lines
4.6 KiB
#include "imgui.h"
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#include "imgui-SFML.h"
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#include <fmt/core.h>
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#include <box2d/box2d.h>
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#include <SFML/Graphics/CircleShape.hpp>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/System.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::Shape &shape) {
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window.clear();
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window.draw(shape);
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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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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(720, 480), "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::CircleShape shape(50.f, 4);
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sf::Vector2u winSize = window.getSize();
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shape.setPosition(winSize.x / 2, winSize.y / 2);
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shape.setOrigin(50.f, 50.f);
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shape.setFillColor(sf::Color(150, 50, 250));
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shape.setOutlineThickness(10.f);
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shape.setOutlineColor(sf::Color(250, 150, 100));
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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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// very cool, c++11 lambdas doing a 1 second slept thread
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sf::Thread thread([](){
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for(int i = 0; i < 10; i++) {
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fmt::print("I'm a thread. {}\n", i);
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sf::sleep(sf::seconds(1));
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}
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});
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thread.launch();
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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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float timeStep = 1.0f / 60.0f;
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int velocityIterations = 6;
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int positionIterations = 2;
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while (window.isOpen()) {
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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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thread.terminate();
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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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shape.move(-20, 0);
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
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shape.move(20, 0);
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
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shape.move(0, -20);
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
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shape.move(0, 20);
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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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} 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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}
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break;
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}
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}
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// should this move up to the pollEvent loop?
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sf::Time since = clock.getElapsedTime();
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if(since - tick > sf::seconds(1)) {
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tick = since;
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}
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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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shape.setPosition(position.x * 100.0f, winSize.y - position.y * 100.0f);
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shape.setRotation(angle * 180.0f / M_PI);
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ImGui_update(window, deltaClock, tick);
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Window_update(window, shape);
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}
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ImGui::SFML::Shutdown();
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}
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