diff --git a/Source.cpp b/Source.cpp index 9c40cdf..372c41c 100644 --- a/Source.cpp +++ b/Source.cpp @@ -10,10 +10,10 @@ using namespace std; int main() { Shooter game; - //game.create(1280, 720, ShooterConsts::PROJECT_NAME); + game.create(1280, 720, ShooterConsts::PROJECT_NAME); //game.create(1920, 1080, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR, sf::Style::Fullscreen); - game.create(2048, 1152, ShooterConsts::PROJECT_NAME, false); + //game.create(2048, 1152, ShooterConsts::PROJECT_NAME, true); //game.create(3072, 1920, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR, sf::Style::Fullscreen); return 0; diff --git a/engine/Engine.cpp b/engine/Engine.cpp index 13e9a2f..5104483 100644 --- a/engine/Engine.cpp +++ b/engine/Engine.cpp @@ -162,7 +162,7 @@ void Engine::printDebugInfo() const { Vec2D{xPos, yPos + height + height * i}, {static_cast(255 * width / timerWidth), static_cast(255 * (1 - width / timerWidth)), - 0, 100}); + 0, 150}); screen->drawText( @@ -170,7 +170,7 @@ void Engine::printDebugInfo() const { std::to_string((int) (1.0 / timer.elapsedMilliseconds())) + " / s \t (" + std::to_string((int) (100 * timer.elapsedMilliseconds() / totalTime)) + "%)", Vec2D{xPos + 10, yPos + height * i + 5}, 30, - sf::Color(0, 0, 0, 100)); + sf::Color(0, 0, 0, 200)); i++; timeSum += timer.elapsedMilliseconds(); @@ -183,13 +183,13 @@ void Engine::printDebugInfo() const { Vec2D{xPos, yPos + height + height * i}, {static_cast(255 * width / timerWidth), static_cast(255 * (1 - width / timerWidth)), - 0, 100}); + 0, 150}); screen->drawText("other:\t" + std::to_string((int) (1.0 / (totalTime - timeSum))) + " / s \t (" + std::to_string((int) (100 * (totalTime - timeSum) / totalTime)) + "%)", Vec2D{xPos + 10, yPos + height * i + 5}, 30, - sf::Color(0, 0, 0, 100)); + sf::Color(0, 0, 0, 200)); } } diff --git a/engine/animation/Timeline.h b/engine/animation/Timeline.h index 1c207a7..782339e 100644 --- a/engine/animation/Timeline.h +++ b/engine/animation/Timeline.h @@ -4,7 +4,7 @@ #ifndef SHOOTER_TIMELINE_H #define SHOOTER_TIMELINE_H - +#include #include "Animation.h" class AnimationListTag final { diff --git a/engine/physics/HitBox.cpp b/engine/physics/HitBox.cpp index 43f2f5c..9e490be 100644 --- a/engine/physics/HitBox.cpp +++ b/engine/physics/HitBox.cpp @@ -20,11 +20,12 @@ HitBox::HitBox(const Mesh &mesh) { } void HitBox::_addIfUnique(Vec3D &&point) { - bool addPoint = true; - auto check = [&point](const auto& p) { return (p - point).sqrAbs() < Consts::EPS; }; - if (std::find_if(std::execution::par, _hitBox.rbegin(), _hitBox.rend(), check) == _hitBox.rend()) + auto check = [&point](const auto& p) { return p == point; }; + + if (std::find_if(std::execution::par, _hitBox.rbegin(), _hitBox.rend(), check) == _hitBox.rend()) { _hitBox.push_back(point); + } } HitBox HitBox::Box(const Mesh &mesh) {