learning for loops
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82
dasher.cpp
82
dasher.cpp
@@ -45,37 +45,49 @@ int main() {
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// Nebula anim
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// Nebula anim
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AnimData nebData{
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/*AnimData nebData{
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{0.0, 0.0, nebula.width / 8, nebula.height / 8}, // Rectangle rec
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{0.0, 0.0, nebula.width / 8, nebula.height / 8}, // Rectangle rec
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{windowArray[0], windowArray[1] - nebula.height / 8}, // Vector2 pos
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{windowArray[0], windowArray[1] - nebula.height / 8}, // Vector2 pos
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0, // int frame
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0, // int frame
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1.0 / 12.0, // float updateTime
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1.0 / 12.0, // float updateTime
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0.0 // float runningTime
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0.0 // float runningTime
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};
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};*/
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AnimData neb2Data{
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/*AnimData neb2Data{
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{0.0, 0.0, nebula.width / 8, nebula.height / 8}, // Rectangle rec
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{0.0, 0.0, nebula.width / 8, nebula.height / 8}, // Rectangle rec
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{windowArray[0] + 300, windowArray[1] - nebula.height / 8}, // Vector2 pos
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{windowArray[0] + 300, windowArray[1] - nebula.height / 8}, // Vector2 pos
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0, // int frame
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0, // int frame
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1.0 / 16.0, // float updateTime
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1.0 / 16.0, // float updateTime
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0.0 // float runningTime
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0.0 // float runningTime
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};
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};*/
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const int sizeofNebulae{6};
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// Nebulea
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// Nebulea
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AnimData nebulae[2]{};
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AnimData nebulae[sizeofNebulae]{};
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for (int i = 0; i < 2; i++)
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for (int i = 0; i < sizeofNebulae; i++)
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{
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{
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nebulae[i].rec.x = 0.0;
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nebulae[i].rec.y = 0.0;
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nebulae[i].rec.width = nebula.width / 8;
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nebulae[i].rec.width = nebula.width / 8;
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nebulae[i].rec.height = nebula.height / 8;
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nebulae[i].rec.height = nebula.height / 8;
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nebulae[i].rec.x = 0;
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nebulae[i].rec.y = 0;
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nebulae[i].pos.y = windowArray[1] - nebulae[i].rec.height;
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nebulae[i].pos.y = windowArray[1] - nebulae[i].rec.height;
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nebulae[i].frame = 0;
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nebulae[i].frame = 0;
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nebulae[i].runningTime = 0.0;
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nebulae[i].runningTime = 0.0;
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nebulae[i].updateTime = 1.0 / 16.0;
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nebulae[i].updateTime = 1.0 / 16.0;
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nebulae[i].pos.x = windowArray[0] + i * 300;
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}
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}
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/* Neblua Positions
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nebulae[0].pos.x = windowArray[0];
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nebulae[1].pos.x = windowArray[0] + 300;
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nebulae[2].pos.x = windowArray[0] + 600;
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nebulae[3].pos.x = windowArray[0] + 900;
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nebulae[4].pos.x = windowArray[0] + 1200;
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nebulae[5].pos.x = windowArray[0] + 1500;
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*/
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int nebVel{-200}; // Nebula x velocity (pixels per second)
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int nebVel{-200}; // Nebula x velocity (pixels per second)
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// Animation Frame
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// Animation Frame
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@@ -119,11 +131,19 @@ int main() {
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velocity += jumpVelocity; // Jump velocity
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velocity += jumpVelocity; // Jump velocity
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}
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}
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// Nebula movement
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/*// Nebula movement
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nebData.pos.x += nebVel * dT;
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nebulae[0].pos.x += nebVel * dT;
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// Nebula 2 movement
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// Nebula 2 movement
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neb2Data.pos.x += nebVel * dT;
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nebulae[1].pos.x += nebVel * dT;
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*/
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// Nebula movement loop
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for (int i = 0; i < sizeofNebulae; i++)
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{
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// Nebula update position
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nebulae[i].pos.x += nebVel * dT;
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}
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// Update position
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// Update position
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scarfyData.pos.y += velocity * dT;
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scarfyData.pos.y += velocity * dT;
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@@ -147,9 +167,25 @@ int main() {
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}
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}
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}
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}
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// Nebula animation frame
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for (int i = 0; i < sizeofNebulae; i++)
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{
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// Update running time
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nebulae[i].runningTime += dT;
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if (nebulae[i].runningTime >= (nebulae[i].updateTime))
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{
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nebulae[i].runningTime = 0.0;
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nebulae[i].rec.x = nebulae[i].frame * nebulae[i].rec.width;
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nebulae[i].frame++;
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if (nebulae[i].frame > 7)
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{
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nebulae[i].frame = 0;
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}
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}
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}
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/* // Nebula animation frame
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nebulae[0].runningTime += dT;
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nebulae[0].runningTime += dT;
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if (nebulae[0].runningTime >= (nebData.updateTime))
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if (nebulae[0].runningTime >= (nebulae[0].updateTime))
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{
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{
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nebulae[0].runningTime = 0.0;
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nebulae[0].runningTime = 0.0;
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nebulae[0].rec.x = nebulae[0].frame * nebulae[0].rec.width;
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nebulae[0].rec.x = nebulae[0].frame * nebulae[0].rec.width;
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@@ -172,20 +208,20 @@ int main() {
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nebulae[1].frame = 0;
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nebulae[1].frame = 0;
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}
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}
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}
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}
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*/
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for (int i = 0; i < 2; i++)
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// Nebula Animation Frame and Respawn Logic
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for (int i = 0; i < sizeofNebulae; i++)
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{
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{
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// Respawn nebula if it goes off screen
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nebulae[i].pos.x += nebVel * dT;
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if (nebulae[i].pos.x <= -nebulae[i].rec.width)
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{
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nebulae[i].pos.x = windowArray[0];
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}
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}
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}
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// draw Nebula
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DrawTextureRec(nebula, nebulae[0].rec, nebulae[0].pos, WHITE); // Draw the texture
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for (int i = 0; i < sizeofNebulae; i++)
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// draw second Nebula
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{
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DrawTextureRec(nebula, nebulae[1].rec, nebulae[1].pos, RED); // Draw the texture
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// draw nebula
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DrawTextureRec(nebula, nebulae[i].rec, nebulae[i].pos, WHITE);
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}
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// draw Scarfy
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// draw Scarfy
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DrawTextureRec(scarfy, scarfyData.rec, scarfyData.pos, WHITE); // Draw the texture
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DrawTextureRec(scarfy, scarfyData.rec, scarfyData.pos, WHITE); // Draw the texture
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