Merge branch 'master' into optimize
commit
e6590a013c
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@ -10,10 +10,10 @@ using namespace std;
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int main() {
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Shooter game;
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//game.create(1280, 720, ShooterConsts::PROJECT_NAME);
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game.create(1280, 720, ShooterConsts::PROJECT_NAME);
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//game.create(1920, 1080, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR, sf::Style::Fullscreen);
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game.create(2048, 1152, ShooterConsts::PROJECT_NAME, false);
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//game.create(2048, 1152, ShooterConsts::PROJECT_NAME, true);
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//game.create(3072, 1920, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR, sf::Style::Fullscreen);
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return 0;
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@ -162,7 +162,7 @@ void Engine::printDebugInfo() const {
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Vec2D{xPos, yPos + height + height * i},
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{static_cast<sf::Uint8>(255 * width / timerWidth),
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static_cast<sf::Uint8>(255 * (1 - width / timerWidth)),
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0, 100});
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0, 150});
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screen->drawText(
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@ -170,7 +170,7 @@ void Engine::printDebugInfo() const {
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std::to_string((int) (1.0 / timer.elapsedMilliseconds())) + " / s \t (" +
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std::to_string((int) (100 * timer.elapsedMilliseconds() / totalTime)) + "%)",
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Vec2D{xPos + 10, yPos + height * i + 5}, 30,
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sf::Color(0, 0, 0, 100));
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sf::Color(0, 0, 0, 200));
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i++;
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timeSum += timer.elapsedMilliseconds();
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@ -183,13 +183,13 @@ void Engine::printDebugInfo() const {
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Vec2D{xPos, yPos + height + height * i},
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{static_cast<sf::Uint8>(255 * width / timerWidth),
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static_cast<sf::Uint8>(255 * (1 - width / timerWidth)),
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0, 100});
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0, 150});
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screen->drawText("other:\t" + std::to_string((int) (1.0 / (totalTime - timeSum))) + " / s \t (" +
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std::to_string((int) (100 * (totalTime - timeSum) / totalTime)) + "%)",
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Vec2D{xPos + 10, yPos + height * i + 5}, 30,
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sf::Color(0, 0, 0, 100));
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sf::Color(0, 0, 0, 200));
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}
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}
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@ -4,7 +4,7 @@
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#ifndef SHOOTER_TIMELINE_H
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#define SHOOTER_TIMELINE_H
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#include <memory>
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#include "Animation.h"
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class AnimationListTag final {
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@ -20,11 +20,12 @@ HitBox::HitBox(const Mesh &mesh) {
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}
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void HitBox::_addIfUnique(Vec3D &&point) {
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bool addPoint = true;
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auto check = [&point](const auto& p) { return (p - point).sqrAbs() < Consts::EPS; };
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if (std::find_if(std::execution::par, _hitBox.rbegin(), _hitBox.rend(), check) == _hitBox.rend())
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auto check = [&point](const auto& p) { return p == point; };
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if (std::find_if(std::execution::par, _hitBox.rbegin(), _hitBox.rend(), check) == _hitBox.rend()) {
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_hitBox.push_back(point);
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}
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}
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HitBox HitBox::Box(const Mesh &mesh) {
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