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Source: Bouncing ball
jjuhl edited this page Nov 19, 2014
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4 revisions
Put it in a file called bounce.cc and then build it (on Linux) like this:
$ clang++ -std=c++11 -O3 -lsfml-window -lsfml-graphics -lsfml-system -o bounce bounce.cc
and then run it like so:
$ ./bounce
If you don't have clang but only gcc, replace "clang++" with "g++" in the above.
Each time you run the program the ball will get a random direction and speed, so run it a few times to see different bounces.
Comments and criticism is of course welcome.
// emacs: -*- Mode: c++; c-file-style: "stroustrup"; c-basic-offset: 4; indent-tabs-mode: nil; -*-
//
// This file is Copyright (C) 2014 by Jesper Juhl <jj@chaosbits.net>
// This file may be freely used under the terms of the zlib license (http://opensource.org/licenses/Zlib)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not claim that you wrote
// the original software. If you use this software in a product, an acknowledgment in the
// product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not be misrepresented as
// being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
#include <SFML/Graphics.hpp>
#include <random>
#include <functional>
#include <cstdlib>
#include <cmath>
int main()
{
const int window_width = 400;
const int window_height = 300;
const float ball_radius = 16.f;
const int bpp = 32;
sf::RenderWindow window(sf::VideoMode(window_width, window_height, bpp), "Bouncing ball");
window.setVerticalSyncEnabled(true);
std::random_device seed_device;
std::default_random_engine engine(seed_device());
std::uniform_int_distribution<int> distribution(-16, 16);
auto random = std::bind(distribution, std::ref(engine));
sf::Vector2f direction(random(), random());
const float velocity = std::sqrt(direction.x * direction.x + direction.y * direction.y);
sf::CircleShape ball(ball_radius - 4);
ball.setOutlineThickness(4);
ball.setOutlineColor(sf::Color::Black);
ball.setFillColor(sf::Color::Yellow);
ball.setOrigin(ball.getRadius(), ball.getRadius());
ball.setPosition(window_width / 2, window_height / 2);
sf::Clock clock;
sf::Time elapsed = clock.restart();
const sf::Time update_ms = sf::seconds(1.f / 30.f);
while (window.isOpen()) {
sf::Event event;
while (window.pollEvent(event)) {
if ((event.type == sf::Event::Closed) ||
((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))) {
window.close();
break;
}
}
elapsed += clock.restart();
while (elapsed >= update_ms) {
const auto pos = ball.getPosition();
const auto delta = update_ms.asSeconds() * velocity;
sf::Vector2f new_pos(pos.x + direction.x * delta, pos.y + direction.y * delta);
if (new_pos.x - ball_radius < 0) { // left window edge
direction.x *= -1;
new_pos.x = 0 + ball_radius;
} else if (new_pos.x + ball_radius >= window_width) { // right window edge
direction.x *= -1;
new_pos.x = window_width - ball_radius;
} else if (new_pos.y - ball_radius < 0) { // top of window
direction.y *= -1;
new_pos.y = 0 + ball_radius;
} else if (new_pos.y + ball_radius >= window_height) { // bottom of window
direction.y *= -1;
new_pos.y = window_height - ball_radius;
}
ball.setPosition(new_pos);
elapsed -= update_ms;
}
window.clear(sf::Color(30, 30, 120));
window.draw(ball);
window.display();
}
return EXIT_SUCCESS;
}