+ added OSX support with a patch from egladil

* fixed pong example to use stdlib instead of csfml-system

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1439 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
trass3r 2010-03-04 02:21:18 +00:00
parent d60a7be49a
commit 8390807b08
4 changed files with 74 additions and 12 deletions

View file

@ -13,6 +13,8 @@ version (Tango)
else
{
import std.math;
import std.perf;
import std.random;
}
void main()
@ -23,7 +25,7 @@ void main()
// Create the window of the application
RenderWindow app = new RenderWindow(VideoMode(800, 600, 32), "SFML Pong");
app.useVerticalSync(true);
app.useVerticalSync(false);
Input i = app.getInput();
@ -43,6 +45,10 @@ void main()
End.move(150.f, 200.f);
End.setColor(Color(50, 50, 250));
Text fps = new Text(""c, font, 30);
fps.move(50.f, 50.f);
fps.setColor(Color.BLACK);
// Create the sprites of the background, the paddles and the ball
Sprite LeftPaddle = new Sprite(PaddleImage);
Sprite RightPaddle = new Sprite(PaddleImage);
@ -53,8 +59,8 @@ void main()
Ball.move((app.getView().getWidth() - Ball.getSize().x) / 2, (app.getView().getHeight() - Ball.getSize().y) / 2);
// Define the paddles properties
Clock AITimer = new Clock();
const float AITime = 0.1f;
auto AITimer = new PerformanceCounter();
const long AITime = 100; // 100 ms
float LeftPaddleSpeed = 400.f;
float RightPaddleSpeed = 400.f;
@ -64,12 +70,14 @@ void main()
do
{
// Make sure the ball initial angle is not too much vertical
BallAngle = Randomizer.random(0.f, 2 * PI);
BallAngle = uniform(0.f, 2 * PI);
} while (abs(cos(BallAngle)) < 0.7f);
bool IsPlaying = true;
Event evt;
uint iFps = 0;
auto fpsClock = new PerformanceCounter();
while (app.isOpened())
{
app.clear(Color(255, 255, 255, 255));
@ -102,9 +110,10 @@ void main()
}
// Update the computer's paddle direction according to the ball position
if (AITimer.getElapsedTime() > AITime)
AITimer.stop();
if (AITimer.milliseconds > AITime)
{
AITimer.reset();
AITimer.start();
if ((RightPaddleSpeed < 0) && (Ball.getPosition().y + Ball.getSize().y > RightPaddle.getPosition().y + RightPaddle.getSize().y))
RightPaddleSpeed = -RightPaddleSpeed;
if ((RightPaddleSpeed > 0) && (Ball.getPosition().y < RightPaddle.getPosition().y))
@ -173,6 +182,15 @@ void main()
app.draw(RightPaddle);
app.draw(Ball);
fpsClock.stop();
if(fpsClock.seconds >= 1)
{
fps.setString(std.string.format("%d fps", iFps));
iFps = 0;
fpsClock.start();
}
++iFps;
app.draw(fps);
// If the game is over, display the end message
if (!IsPlaying)
app.draw(End);