Times in SFML are now Uint32 milliseconds instead of float seconds
Added the sf::Uint64 and sf::Int64 types
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c1ce16f4d6
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83 changed files with 250 additions and 262 deletions
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@ -17,7 +17,7 @@
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////////////////////////////////////////////////////////////
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int main()
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{
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std::srand(std::time(NULL));
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std::srand(static_cast<unsigned int>(std::time(NULL)));
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// Defines PI
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const float PI = 3.14159f;
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@ -100,15 +100,15 @@ int main()
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{
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// Move the player's paddle
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if (window.GetInput().IsKeyDown(sf::Key::Up) && (leftPaddle.GetPosition().y > 5.f))
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leftPaddle.Move(0.f, -leftPaddleSpeed * window.GetFrameTime());
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leftPaddle.Move(0.f, -leftPaddleSpeed * window.GetFrameTime() / 1000.f);
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if (window.GetInput().IsKeyDown(sf::Key::Down) && (leftPaddle.GetPosition().y < window.GetView().GetSize().y - leftPaddle.GetSize().y - 5.f))
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leftPaddle.Move(0.f, leftPaddleSpeed * window.GetFrameTime());
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leftPaddle.Move(0.f, leftPaddleSpeed * window.GetFrameTime() / 1000.f);
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// Move the computer's paddle
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if (((rightPaddleSpeed < 0.f) && (rightPaddle.GetPosition().y > 5.f)) ||
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((rightPaddleSpeed > 0.f) && (rightPaddle.GetPosition().y < window.GetView().GetSize().y - rightPaddle.GetSize().y - 5.f)))
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{
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rightPaddle.Move(0.f, rightPaddleSpeed * window.GetFrameTime());
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rightPaddle.Move(0.f, rightPaddleSpeed * window.GetFrameTime() / 1000.f);
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}
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// Update the computer's paddle direction according to the ball position
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@ -122,7 +122,7 @@ int main()
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}
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// Move the ball
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float factor = ballSpeed * window.GetFrameTime();
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float factor = ballSpeed * window.GetFrameTime() / 1000.f;
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ball.Move(std::cos(ballAngle) * factor, std::sin(ballAngle) * factor);
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// Check collisions between the ball and the screen
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