Use <random>
header
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@ -4,9 +4,15 @@
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////////////////////////////////////////////////////////////
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#include "Effect.hpp"
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#include <array>
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#include <cmath>
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#include <random>
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namespace
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{
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std::random_device rd;
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std::mt19937 rng(rd());
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}
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const sf::Font* Effect::s_font = nullptr;
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////////////////////////////////////////////////////////////
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@ -135,15 +141,19 @@ public:
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bool onLoad() override
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{
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std::uniform_real_distribution<float> x_distribution(0, 800);
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std::uniform_real_distribution<float> y_distribution(0, 600);
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std::uniform_int_distribution<sf::Uint16> color_distribution(0, 255);
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// Create the points
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m_points.setPrimitiveType(sf::Points);
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for (int i = 0; i < 40000; ++i)
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{
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auto x = static_cast<float>(std::rand() % 800);
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auto y = static_cast<float>(std::rand() % 600);
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auto r = static_cast<sf::Uint8>(std::rand() % 255);
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auto g = static_cast<sf::Uint8>(std::rand() % 255);
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auto b = static_cast<sf::Uint8>(std::rand() % 255);
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auto x = x_distribution(rng);
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auto y = y_distribution(rng);
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auto r = static_cast<sf::Uint8>(color_distribution(rng));
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auto g = static_cast<sf::Uint8>(color_distribution(rng));
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auto b = static_cast<sf::Uint8>(color_distribution(rng));
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m_points.append(sf::Vertex(sf::Vector2f(x, y), sf::Color(r, g, b)));
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}
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@ -4,9 +4,7 @@
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics.hpp>
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#include <SFML/Audio.hpp>
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#include <cmath>
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#include <ctime>
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#include <cstdlib>
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#include <random>
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#ifdef SFML_SYSTEM_IOS
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#include <SFML/Main.hpp>
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@ -29,7 +27,8 @@ std::filesystem::path resourcesDir()
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////////////////////////////////////////////////////////////
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int main()
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{
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std::srand(static_cast<unsigned int>(std::time(nullptr)));
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std::random_device rd;
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std::mt19937 rng(rd());
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// Define some constants
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const float gameWidth = 800;
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@ -140,7 +139,7 @@ int main()
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do
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{
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// Make sure the ball initial angle is not too much vertical
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ballAngle = sf::degrees(static_cast<float>(std::rand() % 360));
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ballAngle = sf::degrees(std::uniform_real_distribution<float>(0, 360)(rng));
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}
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while (std::abs(std::cos(ballAngle.asRadians())) < 0.7f);
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}
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@ -231,6 +230,8 @@ int main()
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ball.setPosition({ball.getPosition().x, gameHeight - ballRadius - 0.1f});
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}
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std::uniform_real_distribution<float> dist(0, 20);
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// Check the collisions between the ball and the paddles
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// Left Paddle
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if (ball.getPosition().x - ballRadius < leftPaddle.getPosition().x + paddleSize.x / 2 &&
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@ -239,9 +240,9 @@ int main()
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ball.getPosition().y - ballRadius <= leftPaddle.getPosition().y + paddleSize.y / 2)
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{
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if (ball.getPosition().y > leftPaddle.getPosition().y)
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ballAngle = sf::degrees(180) - ballAngle + sf::degrees(static_cast<float>(std::rand() % 20));
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ballAngle = sf::degrees(180) - ballAngle + sf::degrees(dist(rng));
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else
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ballAngle = sf::degrees(180) - ballAngle - sf::degrees(static_cast<float>(std::rand() % 20));
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ballAngle = sf::degrees(180) - ballAngle - sf::degrees(dist(rng));
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ballSound.play();
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ball.setPosition({leftPaddle.getPosition().x + ballRadius + paddleSize.x / 2 + 0.1f, ball.getPosition().y});
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@ -254,9 +255,9 @@ int main()
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ball.getPosition().y - ballRadius <= rightPaddle.getPosition().y + paddleSize.y / 2)
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{
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if (ball.getPosition().y > rightPaddle.getPosition().y)
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ballAngle = sf::degrees(180) - ballAngle + sf::degrees(static_cast<float>(std::rand() % 20));
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ballAngle = sf::degrees(180) - ballAngle + sf::degrees(dist(rng));
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else
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ballAngle = sf::degrees(180) - ballAngle - sf::degrees(static_cast<float>(std::rand() % 20));
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ballAngle = sf::degrees(180) - ballAngle - sf::degrees(dist(rng));
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ballSound.play();
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ball.setPosition({rightPaddle.getPosition().x - ballRadius - paddleSize.x / 2 - 0.1f, ball.getPosition().y});
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