Force Commit

This commit is contained in:
Asrın Doğan 2020-01-04 14:11:24 +03:00
parent 7c7c769276
commit 35ce613034
7 changed files with 356 additions and 0 deletions

3
.gitignore vendored Normal file
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*.exe
*.ttf
SFML

28
Force/.vscode/settings.json vendored Normal file
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{
"files.associations": {
"vector": "cpp",
"ios": "cpp",
"ostream": "cpp",
"sstream": "cpp",
"deque": "cpp",
"exception": "cpp",
"fstream": "cpp",
"istream": "cpp",
"iterator": "cpp",
"map": "cpp",
"memory": "cpp",
"set": "cpp",
"streambuf": "cpp",
"system_error": "cpp",
"tuple": "cpp",
"utility": "cpp",
"xlocale": "cpp",
"xlocinfo": "cpp",
"xstring": "cpp",
"xtree": "cpp",
"xutility": "cpp",
"iostream": "cpp",
"cmath": "cpp",
"iosfwd": "cpp"
}
}

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Force/Entity.cpp Normal file
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#include "Entity.h"
Entity::Entity()
{
velocity.x = velocity.y = 0.0f;
position.x = position.y = 0.0f;
vertex.color = sf::Color::White;
}
void Entity::ApplyForce(sf::Vector2f force, float deltaTime)
{
velocity += force * deltaTime;
}
void Entity::ApplyGravity(float deltaTime)
{
velocity.y -= 10 * deltaTime;
}
void Entity::ApplyVelocity(float deltaTime)
{
position += velocity * deltaTime;
}
void Entity::ApplyDrag(float drag, float deltaTime)
{
velocity -= velocity * drag * deltaTime;
}
sf::Vector2f Entity::GetPosition(bool inverse)
{
sf::Vector2f result = position;
if(inverse) result.y *= -1;
return result;
}
sf::Vertex &Entity::GetVertex()
{
vertex.position = GetPosition();
return vertex;
}
void Entity::SetPosition(float x, float y, bool inverse)
{
position.x = x;
position.y = !inverse ? -y : y;
}
void Entity::SetVelocity(float x, float y, bool inverse)
{
velocity.x = x;
velocity.y = !inverse ? -y : y;
}
EntityPool::EntityPool()
{
drag = -1;
array.clear();
}
EntityPool::~EntityPool()
{
array.clear();
}
void EntityPool::AddNewEntity(float x, float y, bool inverse)
{
Entity newEntity;
newEntity.SetPosition(x, inverse ? -y : y);
array.push_back(newEntity);
}
void EntityPool::ForceToPoint(sf::Vector2f point, float force, float deltaTime, bool fixedForce, bool inverse)
{
int i;
float magnitude;
sf::Vector2f direction;
for (i = 0; i < array.size(); i++)
{
direction = point - array[i].GetPosition();
magnitude = sqrt(direction.x * direction.x + direction.y * direction.y);
direction /= magnitude;
direction.y = inverse ? -direction.y : direction.y;
if(!fixedForce) direction *= (float)(1.0 / sqrt(magnitude) + 0.1);
array[i].ApplyForce(direction * force, deltaTime);
}
}
void EntityPool::ForceFromPoint(sf::Vector2f point, float force, float deltaTime, bool fixedForce, bool inverse)
{
int i;
float magnitude;
sf::Vector2f direction;
for (i = 0; i < array.size(); i++)
{
direction = array[i].GetPosition() - point;
magnitude = sqrt(direction.x * direction.x + direction.y * direction.y);
direction /= magnitude;
direction.y = inverse ? -direction.y : direction.y;
if(!fixedForce) direction *= (float)(1.0 / sqrt(magnitude) + 0.1);
array[i].ApplyForce(direction * force, deltaTime);
}
}
void EntityPool::RemoveEntities(int count)
{
int i;
for (i = 0; i < count; i++)
array.pop_back();
}
void EntityPool::Update(float deltaTime)
{
int i;
for (i = 0; i < array.size(); i++)
{
if(isGravityOn)
array[i].ApplyGravity(deltaTime);
if(drag > 0.0)
array[i].ApplyDrag(drag, deltaTime);
array[i].ApplyVelocity(deltaTime);
}
}
void EntityPool::SetGravity(bool isActive)
{
isGravityOn = isActive;
}
void EntityPool::SetDrag(float drag)
{
this -> drag = drag;
}
float EntityPool::GetDrag()
{
return drag;
}
Entity &EntityPool::operator[](int index)
{
return array[index];
}
int EntityPool::Size()
{
return array.size();
}

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Force/Entity.h Normal file
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#include <SFML/Graphics.hpp>
#include <vector>
#include <math.h>
class Entity;
class EntityPool
{
private:
std::vector<Entity> array;
bool isGravityOn;
float drag;
public:
EntityPool();
~EntityPool();
void AddNewEntity(float, float, bool = true);
void ForceToPoint(sf::Vector2f, float, float, bool = true, bool = true);
void ForceFromPoint(sf::Vector2f, float, float, bool = true, bool = true);
void RemoveEntities(int);
void Update(float);
void SetGravity(bool);
void SetDrag(float);
float GetDrag();
Entity &operator[](int);
int Size();
};
class Entity
{
private:
sf::Vertex vertex;
sf::Vector2f position;
sf::Vector2f velocity;
public:
Entity();
void ApplyForce(sf::Vector2f, float);
void ApplyGravity(float);
void ApplyVelocity(float);
void ApplyDrag(float, float);
void SetPosition(float, float, bool = true);
void SetVelocity(float, float, bool = true);
sf::Vertex &GetVertex();
sf::Vector2f GetPosition(bool = true);
};

2
Force/compile.bat Normal file
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mingw32-make
main.exe

127
Force/main.cpp Normal file
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#include <SFML/Graphics.hpp>
#include <sstream>
#include <math.h>
#include "Entity.h"
#define WindowSize sf::VideoMode(960, 540)
#define WindowStyle sf::Style::Titlebar | sf::Style::Close
#define WindowTitle "Test Window Syntriax"
sf::Vertex CreateVertex(double, double);
int main()
{
std::ostringstream textToDisplay;
sf::RenderWindow window(WindowSize, WindowTitle, WindowStyle);
sf::Event event;
sf::Clock clock;
sf::Text text;
sf::Font font;
sf::Vector2f vector;
float radiantValue;
float timePassed;
float deltaTime;
float force = 1000;
EntityPool pool;
bool isFocused = true;
bool isFixedForce = true;
pool.SetGravity(false);
pool.SetDrag(0.0);
if (!font.loadFromFile("../OpenSans-Bold.ttf"))
return -1;
text.setFont(font);
window.setVerticalSyncEnabled(true);
// window.setFramerateLimit(140);
while (window.isOpen())
{
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
else if (event.type == sf::Event::LostFocus)
isFocused = false;
else if (event.type == sf::Event::GainedFocus)
isFocused = true;
else if (event.type == sf::Event::KeyPressed)
{
if(sf::Keyboard::isKeyPressed(sf::Keyboard::R))
pool.RemoveEntities(pool.Size());
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::A))
pool.SetDrag(2);
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
pool.SetDrag(1);
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::D))
pool.SetDrag(0.5);
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::F))
pool.SetDrag(0.25);
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::G))
pool.SetDrag(0.1);
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::H))
pool.SetDrag(0.0);
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Z))
force = 100;
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::X))
force = 500;
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::C))
force = 1000;
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::V))
force = 2500;
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::B))
force = 10000;
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::L))
isFixedForce = !isFixedForce;
}
}
if(!isFocused)
{
timePassed = clock.getElapsedTime().asSeconds();
continue;
}
deltaTime = clock.getElapsedTime().asSeconds() - timePassed;
timePassed = clock.getElapsedTime().asSeconds();
pool.Update(deltaTime);
textToDisplay.str("");
textToDisplay.clear();
textToDisplay << "Entity Count: " << pool.Size() <<
"\nDrag: " << pool.GetDrag() <<
"\nForce: " << force <<
"\nForce Mode: " << (isFixedForce ? "Fixed" : "Distance") <<
"\nFPS: " << (1.0 / deltaTime);
text.setString(textToDisplay.str());
if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Right))
{
vector = (sf::Vector2f) sf::Mouse::getPosition(window);
for (int i = 0; i < 18; i++)
{
radiantValue = ((float)i / 18.0 * 7.28) + timePassed;
pool.AddNewEntity(vector.x + sin(radiantValue) * 100.0, vector.y + cos(radiantValue) * 100.0);
}
}
if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left))
pool.ForceToPoint((sf::Vector2f) sf::Mouse::getPosition(window), force, deltaTime, isFixedForce);
if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Middle))
pool.ForceFromPoint((sf::Vector2f) sf::Mouse::getPosition(window), force, deltaTime, isFixedForce);
window.clear();
for (int i = 0; i < pool.Size(); i++)
window.draw(&pool[i].GetVertex(), 1, sf::PrimitiveType::Points);
window.draw(text);
// window.draw(&player.GetVertex(), 1, sf::PrimitiveType::Points);
window.display();
}
return 0;
}
sf::Vertex CreateVertex(double x, double y)
{
return sf::Vertex(sf::Vector2f(x, y));
}

2
Force/makefile Normal file
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main.exe : *.cpp
g++ -o main.exe *.cpp ../SFML/*.a