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#include

#include "item.h"

struct POINT_D {

double x;

double y;

};

POINT_D plus_pos;

bool running = true;

int fps = 60;

int tps = 20;

double set_tick_count = 0;

double FpsPerTps = 0;

double screen_size = 1;

POINT_D dpoint = { 0,0 };

POINT_D camera = { 0,0 };

bool up = false;

int player_change = 0;

ENTITY* player;

ENTITY* copy_player;

Window* window = nullptr;

Draw* draw;

POINT_D move = { 0,0 };

POINT_D speed = { 0,0 };

THREAD(screen) {

window = new Window(L"Window", L"", 1280, 720);

draw = new Draw(window);

LARGE_INTEGER frequency;

QueryPerformanceFrequency(&frequency);

LARGE_INTEGER EndTick;

LARGE_INTEGER _StartTick;

QueryPerformanceCounter(&_StartTick);

while(window->window_running()) {

QueryPerformanceCounter(&EndTick);

if (EndTick.QuadPart - _StartTick.QuadPart > frequency.QuadPart / fps) {

draw->start();

draw->box(rgb(0, 255, 0), 0, 0.9 * (window->height), window->width, window->height, rgb(0, 255, 0));

if ((move.x > (speed.x / FpsPerTps) && speed.x > 0) || (move.x < (speed.x / FpsPerTps) && speed.x < 0)) {

copy_player->x += speed.x / FpsPerTps;

move.x -= speed.x / FpsPerTps;

}

else if (move.x == 0) {

speed.x = 0;

}

else {

copy_player->x += move.x;

move. x = 0;

}

if ((move.y > (speed.y / FpsPerTps) && speed.y > 0) || (move.y < (speed.y / FpsPerTps) && speed.y < 0)) {

copy_player->y += speed.y / FpsPerTps;

move.y -= speed.y / FpsPerTps;

}

else if (move.y == 0) {

speed.y = 0;

}

else {

copy_player->y += move.y;

move. y = 0;

}

for (int y = 0; y < 24; y++) {

for (int x = 0; x < 21; x++) {

if (copy_player->pixel[21 * y + x] != (COLORREF)-1) {

draw->box(copy_player->pixel[21 * y + x], copy_player->x * (double)(window->height) + x * (double)(window->height) * 0.0065, copy_player->y * (double)(window->height) + y * (double)(window->height) * 0.0065, (double)(window->height) * 0.0065, (double)(window->height) * 0.0065, copy_player ->pixel[21 * y + x]);

}

}

}

draw->end();

//move_r++;

QueryPerformanceCounter(&_StartTick);

}

}

if (window != nullptr) {

delete window;

window = nullptr;

}

_endthreadex(0);

return 0;

}

void entity_move(ENTITY* _entity, POINT_D _speed, POINT_D _distance) {

_entity->x += _distance.x;

_entity->y += _distance.y;

speed.x += _speed.x;

speed.y += _speed.y;

move.x += _distance.x;

move.y += _distance.y;

}

void entity_move(ENTITY* _entity,double _speed_x,double _speed_y, double _distance_x,double _distance_y) {

_entity->x += _distance_x;

_entity->y += _distance_y;

speed.x += _speed_x;

speed.y += _speed_y;

move.x += _distance_x;

move.y += _distance_y;

}

int main() {

plus_pos.x = 0;

plus_pos.y = 0;

FpsPerTps = (double)fps / (double)tps;

player = new ENTITY(0, 0, 100, 100, 84, 96, sackgoon_moving, 21, 24);

copy_player = new ENTITY(player);

_beginthreadex(0, 0, &screen, 0, 0, 0);

while (window == nullptr) {

Sleep(1);

}

screen_size = (double)window->width / (double)window->height;

int move_r = 0;

/*

_beginthreadex(0, 0, &screen, 0, 0, 0);

while (window == nullptr) {

Sleep(1);

}

*/

LARGE_INTEGER frequency;

LARGE_INTEGER StartTick;

QueryPerformanceFrequency(&frequency);

QueryPerformanceCounter(&StartTick);

LARGE_INTEGER EndTick;

QueryPerformanceCounter(&EndTick);

while (window->window_running()) {

if (EndTick.QuadPart - StartTick.QuadPart > frequency.QuadPart / tps) {

if (input::key(VK_LEFT, window)) {

player_change++;

if (player_change < 20) {

for (int y = 0; y < 24; y++)

for (int x = 0; x < 21; x++) {

player->pixel[21 * y + x] = sackgoon_moving[21 * y + 20 - x];

}

}

else {

for (int y = 0; y < 24; y++)

for (int x = 0; x < 21; x++) {

player->pixel[21 * y + x] = sackgoon_moving2[21 * y + 20 - x];

}

}

if (player_change >= 40) {

player_change = 0;

}

entity_move(player, -0.005, 0, -0.005, 0);

}

if (input::key(VK_RIGHT, window)) {

player_change++;

if (player_change < 20) {

for (int r = 0; r < 24 * 21; r++) {

player->pixel[r] = sackgoon_moving[r];

}

}

else {

for (int r = 0; r < 24 * 21; r++) {

player->pixel[r] = sackgoon_moving2[r];

}

}

if (player_change >= 40) {

player_change = 0;

}

entity_move(player, 0.005, 0, 0.005, 0);

}

if (input::key(VK_UP, window)) {

if (!up || player->onground) {

dpoint.y = -0.1;

up = true;

}

}

else {

up = false;

}

dpoint.y += 0.02;

entity_move(player, dpoint, dpoint);

if (player->y + 0.156 >= 0.9) {

//move_arr(save_move, (int)FpsPerTps, dpoint, p_move);

entity_move(player, 0, 0, 0, 0.9 - 0.156 - player->y);

dpoint.y = 0;

//player->y = 0.9 - 0.156;

player->onground = true;

}

else {

player->onground = false;

}

POINT_D save_point = { copy_player->x,copy_player->y };

delete copy_player;

copy_player = new ENTITY(player);

copy_player->x = save_point.x;

copy_player->y = save_point.y;

//set_tick_count -= FpsPerTps;

move_r = 0;

QueryPerformanceCounter(&StartTick);

}

//printf("%f %f\n", player->x, player->y);

QueryPerformanceCounter(&EndTick);

}

running = false;

if (copy_player) {

delete copy_player;

}

delete player;

delete draw;

if (window != nullptr) {

delete window;

window = nullptr;

}

}

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milletian_profile-image
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Reply

what code...

ko_flag
Block user

Game code I made out of boredom

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