Added impervious obstacles
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137
main.cpp
137
main.cpp
@@ -1,8 +1,5 @@
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// ReWalker
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// A random walker that moves around the screen with a fading trail, mouse interaction, and a status bar.
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// Updated to use the latest ReWindow API and JGL rendering.
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// Written by Rich
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// With help from (and thanks to) from Maxine, Josh, and Bill.
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// ReWalker with Obstacles
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// A random walker that moves around the screen but avoids four red squares.
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#include <ReWindow/types/Window.h>
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#include <ReWindow/Logger.h>
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@@ -11,68 +8,96 @@
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#include <memory>
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// Define window size and dot size (dot size should be odd for symmetry)
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// Define window size and dot size
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#define WIDTH 800
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#define HEIGHT 600
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#define DOT_SIZE 5
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#define OBSTACLE_SIZE 50
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#define STATUS_BAR_HEIGHT 30 // Height of the status bar at the bottom
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// Define fading speed (higher = faster fading, range: 0.001 - 0.2)
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#define FADE_SPEED 0.05f
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constexpr unsigned int TRAIL_LENGTH = 20; // Number of past steps stored for fading effect
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constexpr unsigned int TRAIL_LENGTH = 20;
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// Enable debug mode (set to 0 to disable debug output)
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#define DEBUG 0
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// Enable debug mode
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#define DEBUG 1
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/**
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* @brief Represents the walker that moves randomly on the screen.
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* @brief Represents an obstacle that the walker cannot pass through.
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*/
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struct Obstacle {
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Vector2 position; // Top-left corner of the obstacle
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Obstacle(float x, float y) : position(x, y) {}
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/**
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* @brief Checks if a given position is inside the obstacle.
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*/
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bool isColliding(const Vector2& pos) const {
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return pos.x >= position.x && pos.x <= position.x + OBSTACLE_SIZE &&
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pos.y >= position.y && pos.y <= position.y + OBSTACLE_SIZE;
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}
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};
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/**
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* @brief Represents the walker that moves randomly.
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*/
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struct Walker {
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Vector2 position; // Current position of the walker
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Vector2 position;
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Vector2 lastValidPosition;
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Walker() : position(WIDTH / 2.0f, (HEIGHT - STATUS_BAR_HEIGHT) / 2.0f),
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lastValidPosition(position) {}
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/**
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* @brief Constructor initializes the walker at the center of the screen.
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* @brief Moves the walker in a random direction.
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*/
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Walker() : position(WIDTH / 2.0f, (HEIGHT - STATUS_BAR_HEIGHT) / 2.0f) {}
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/**
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* @brief Moves the walker one step in a random direction.
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*/
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void step() {
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void step(const std::vector<Obstacle>& obstacles) {
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float angle = static_cast<float>(rand()) / RAND_MAX * 360.0f;
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angle = Math::Radians(angle);
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float dx = std::cos(angle);
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float dy = std::sin(angle);
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// Update position and clamp within screen boundaries (excluding status bar)
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// Store last valid position
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lastValidPosition = position;
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// Update position
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position.x = std::clamp(position.x + dx, 0.0f, static_cast<float>(WIDTH - 1));
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position.y = std::clamp(position.y + dy, 0.0f, static_cast<float>(HEIGHT - STATUS_BAR_HEIGHT - 1));
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#if DEBUG
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std::cout << "Walker Position: (" << position.x << ", " << position.y << ")\n";
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#endif
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// Check for collisions
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for (const auto& obstacle : obstacles) {
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if (obstacle.isColliding(position)) {
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position = lastValidPosition; // Revert movement if collision occurs
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break;
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}
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}
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}
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/**
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* @brief Pushes the walker away from a given (mouse) position.
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* @param mouseX X coordinate of the mouse.
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* @param mouseY Y coordinate of the mouse.
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* @param force The force applied to push the walker away.
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*/
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void pushAway(float mouseX, float mouseY, float force) {
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* @brief Pushes the walker away from the mouse pointer.
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*/
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void pushAway(float mouseX, float mouseY, float force, const std::vector<Obstacle>& obstacles) {
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float deltaX = position.x - mouseX;
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float deltaY = position.y - mouseY; // No need to invert Y
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float deltaY = position.y - mouseY;
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float distance = std::sqrt(deltaX * deltaX + deltaY * deltaY);
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// Only push if the mouse is close enough
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if (distance > 0.0f) {
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float unitX = deltaX / distance;
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float unitY = deltaY / distance;
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// Apply dynamic push force
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lastValidPosition = position;
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position.x = std::clamp(position.x + unitX * force, 0.0f, static_cast<float>(WIDTH - 1));
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position.y = std::clamp(position.y + unitY * force, 0.0f, static_cast<float>(HEIGHT - STATUS_BAR_HEIGHT - 1));
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// Prevent moving into obstacles
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for (const auto& obstacle : obstacles) {
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if (obstacle.isColliding(position)) {
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position = lastValidPosition;
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break;
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}
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}
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}
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}
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@@ -85,17 +110,21 @@ struct Walker {
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};
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/**
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* @brief Custom ReWindow window class that manages the random walker simulation.
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* @brief Custom ReWindow window class that manages the walker simulation.
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*/
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class RandomWalkerWindow : public ReWindow::OpenGLWindow {
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public:
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RandomWalkerWindow(const std::string& title, int width, int height)
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: ReWindow::OpenGLWindow(title, width, height, 2, 1),
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walker(std::make_unique<Walker>()),
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trailBuffer{},
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pushForce(3.0f),
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health(100.0f)
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{}
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pushForce(3.0f)
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{
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// Define four obstacles
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obstacles.emplace_back(200, 150);
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obstacles.emplace_back(500, 150);
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obstacles.emplace_back(200, 400);
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obstacles.emplace_back(500, 400);
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}
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void OnOpen() override {
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if (!JGL::Init({WIDTH, HEIGHT}, 0, 0))
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@@ -107,23 +136,20 @@ public:
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void OnRefresh(float elapsed) override {
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handleMouseInput();
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handleKeyboardInput();
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// Move the walker
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walker->step();
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// Deplete health over time
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health = std::max(health - 0.1f, 0.0f);
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// Move walker
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walker->step(obstacles);
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JGL::Update({WIDTH, HEIGHT});
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J2D::Begin(render_target, true);
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fadeTrail();
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drawTrail();
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drawObstacles();
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plotWalker();
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J2D::End();
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J2D::Begin(nullptr, true);
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J2D::DrawRenderTarget(render_target, {0, 0});
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J2D::DrawString(Colors::Black, "Framerate: " + std::to_string((int) (1.f / delta_time)), 0, 0, 1, 16);
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J2D::End();
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SwapBuffers();
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@@ -131,30 +157,26 @@ public:
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private:
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std::unique_ptr<Walker> walker;
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std::vector<Obstacle> obstacles;
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std::vector<std::pair<Vector2, float>> trailBuffer{};
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RenderTarget* render_target = nullptr;
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float pushForce;
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float health;
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void handleMouseInput() {
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auto mousePos = GetMouseCoordinates();
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if (IsMouseButtonDown(MouseButtons::Left)) {
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walker->pushAway(mousePos.x, mousePos.y, pushForce);
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walker->pushAway(mousePos.x, mousePos.y, pushForce, obstacles);
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}
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}
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void handleKeyboardInput() {
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if (IsKeyDown(Keys::Space)) {
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walker->resetPosition();
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health = 100.0f;
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}
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if (IsKeyDown(Keys::Escape)) {
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Close();
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}
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if (IsKeyDown(Keys::One)) pushForce = 1.0f;
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if (IsKeyDown(Keys::Two)) pushForce = 2.0f;
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if (IsKeyDown(Keys::Three)) pushForce = 3.0f;
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@@ -165,7 +187,6 @@ private:
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void fadeTrail() {
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for (auto& trailPoint : trailBuffer)
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trailPoint.second = std::max(trailPoint.second - FADE_SPEED, 0.0f);
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trailBuffer.emplace_back(walker->position, 1.0f);
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if (trailBuffer.size() > TRAIL_LENGTH)
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trailBuffer.erase(trailBuffer.begin());
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@@ -173,17 +194,25 @@ private:
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void drawTrail() {
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for (const auto& trailPoint : trailBuffer)
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J2D::DrawPoint({0, 0, 0, (uint8_t) (trailPoint.second * 255.0f)}, trailPoint.first, DOT_SIZE);
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J2D::DrawPoint({0, 0, 0, (uint8_t)(trailPoint.second * 255.0f)}, trailPoint.first, DOT_SIZE);
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}
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void plotWalker() {
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J2D::DrawPoint(Colors::Black, walker->position, DOT_SIZE);
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}
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/**
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* @brief Draws the four red obstacles.
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*/
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void drawObstacles() {
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for (const auto& obstacle : obstacles) {
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J2D::FillRect(Colors::Red, obstacle.position, {OBSTACLE_SIZE, OBSTACLE_SIZE});
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}
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}
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};
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int main() {
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auto window = std::make_unique<RandomWalkerWindow>("Random Walker with Status Bar", WIDTH, HEIGHT);
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auto window = std::make_unique<RandomWalkerWindow>("Random Walker with Obstacles", WIDTH, HEIGHT);
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if (!window->Open())
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return -1;
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