Moved class member initializations into class definitions.

This commit is contained in:
Felix Ableitner 2013-09-01 22:32:07 +02:00
parent 854a6438f7
commit fdf20428b0
11 changed files with 32 additions and 40 deletions

View file

@ -14,9 +14,7 @@
#include "sprites/Player.h"
#include "util/Loader.h"
#include "util/ResourceManager.h"
#include "util/Yaml.h"
const int Game::FPS_GOAL = 60;
#include "util/Yaml.h"
/**
* Initializes game, including window and objects (sprites).
@ -24,9 +22,7 @@ const int Game::FPS_GOAL = 60;
Game::Game(tgui::Window& window) :
mWindow(window),
mWorldView(Vector2f(0, 0), mWindow.getView().getSize()),
mGenerator(mWorld, mPathfinder),
mQuit(false),
mPaused(false) {
mGenerator(mWorld, mPathfinder) {
mWindow.setFramerateLimit(FPS_GOAL);
mWindow.setKeyRepeatEnabled(false);
srand(time(nullptr));
@ -169,7 +165,8 @@ Game::input() {
case sf::Event::MouseMoved:
mPlayer->setCrosshairPosition(convertCoordinates(event.mouseMove.x,
event.mouseMove.y));
mCrosshair.setPosition(Vector2f(sf::Mouse::getPosition(mWindow) - Vector2i(mCrosshair.getTextureRect().width, mCrosshair.getTextureRect().height) / 2));
mCrosshair.setPosition(Vector2f(sf::Mouse::getPosition(mWindow) -
Vector2i(mCrosshair.getTextureRect().width, mCrosshair.getTextureRect().height) / 2));
break;
case sf::Event::MouseWheelMoved:
mPlayer->toggleWeapon();

View file

@ -41,7 +41,7 @@ private:
void initPlayer();
private:
static const int FPS_GOAL;
static const int FPS_GOAL = 60;
tgui::Window& mWindow;
sf::Clock mClock;
@ -60,8 +60,8 @@ private:
Generator mGenerator;
std::shared_ptr<Player> mPlayer;
bool mQuit;
bool mPaused;
bool mQuit = false;
bool mPaused = false;
};
#endif /* DG_GAME_H_ */

View file

@ -16,8 +16,6 @@
#include "util/Interval.h"
#include "sprites/Tile.h"
const float Pathfinder::WALL_DISTANCE_MULTIPLIER = 1.5f;
/**
* Runs the A* path finding algorithm with areas as nodes and portals as edges.
*
@ -242,4 +240,4 @@ Pathfinder::draw(sf::RenderTarget& target, sf::RenderStates states) const {
target.draw(rect);
}
}
#endif
#endif /* RELEASE */

View file

@ -36,8 +36,11 @@ private:
void draw(sf::RenderTarget& target, sf::RenderStates states) const;
private:
static const float WALL_DISTANCE_MULTIPLIER;
std::vector<Area> mAreas; //< This has to be a vector as objects are compared by address.
/// character radius multiplied with this gives movement distance
// from the nearest wall.
static constexpr float WALL_DISTANCE_MULTIPLIER = 1.5f;
//< This has to be a vector as objects are compared by address.
std::vector<Area> mAreas;
};
/**

View file

@ -21,9 +21,6 @@
#include "../sprites/Enemy.h"
#include "../util/Log.h"
const int Generator::GENERATE_AREA_SIZE = 4;
const float Generator::GENERATE_AREA_RANGE = 4.0f;
/**
* Generates new random seed.
*/
@ -125,10 +122,9 @@ Generator::createMinimalSpanningTree(const Vector2i& start,
* Using basically Dijkstra on infinite graph/A* without destination node.
*
* @param start Tile to start path generation from (must be floor).
* @param limit Maximum weight of each path.
*/
void
Generator::connectRooms(const Vector2i& start, float limit) {
Generator::connectRooms(const Vector2i& start) {
std::set<Vector2i> open;
std::set<Vector2i> closed;
std::map<Vector2i, Vector2i> previous;
@ -163,7 +159,7 @@ Generator::connectRooms(const Vector2i& start, float limit) {
destinations.insert(current);
break;
}
else if (distance.at(current) < limit) {
else if (distance.at(current) < ROOM_CONNECTION_VALUE) {
process(Vector2i(current.x + 1, current.y), current);
process(Vector2i(current.x, current.y + 1), current);
process(Vector2i(current.x - 1, current.y), current);
@ -173,7 +169,7 @@ Generator::connectRooms(const Vector2i& start, float limit) {
// take min length paths and set tiles
float totalValue = 0.0f;
while (totalValue < limit && !destinations.empty()) {
while (totalValue < ROOM_CONNECTION_VALUE && !destinations.empty()) {
std::vector<Vector2i> path;
float pathValue = 0;
Vector2i current = *destinations.begin();
@ -220,7 +216,7 @@ Generator::generateTiles(const sf::IntRect& area) {
}
}
std::vector<Vector2i> selected = createMinimalSpanningTree(start, 12.0f);
std::vector<Vector2i> selected = createMinimalSpanningTree(start, ROOM_SIZE_VALUE);
// For rooms, take minimum bounding box of spanning tree.
@ -244,7 +240,7 @@ Generator::generateTiles(const sf::IntRect& area) {
if (mTiles[x].count(y) == 0)
mTiles[x][y] = Tile::Type::FLOOR;
connectRooms(start, 5.0f);
connectRooms(start);
for (int x = area.left; x < area.left + area.width; x++)
for (int y = area.top; y < area.top + area.height; y++)
@ -354,12 +350,12 @@ Generator::findClosestFloor(const Vector2i& start) const {
return Vector2i();
}
#ifndef RELEASE
/**
* Debug only: Draws paths generated by connectRooms.
*
* mPaths is only required for this function.
*/
#ifndef RELEASE
void
Generator::draw(sf::RenderTarget& target, sf::RenderStates states) const {
for (auto& p : mPaths) {
@ -371,4 +367,4 @@ Generator::draw(sf::RenderTarget& target, sf::RenderStates states) const {
}
}
}
#endif /* NDEBUG */
#endif /* RELEASE */

View file

@ -38,12 +38,14 @@ private:
Vector2i findClosestFloor(const Vector2i& start) const;
std::vector<Vector2i> createMinimalSpanningTree(
const Vector2i& start, const float limit);
void connectRooms(const Vector2i& start, float limit);
void connectRooms(const Vector2i& start);
void draw(sf::RenderTarget& target, sf::RenderStates states) const;
private:
static const int GENERATE_AREA_SIZE;
static const float GENERATE_AREA_RANGE;
static constexpr int GENERATE_AREA_SIZE = 4;
static constexpr float GENERATE_AREA_RANGE = 4.0f;
static constexpr float ROOM_SIZE_VALUE = 12.0f;
static constexpr float ROOM_CONNECTION_VALUE = 5.0f;
World& mWorld;
Pathfinder& mPathfinder;

View file

@ -18,8 +18,7 @@
Player::Player(World& world, Pathfinder& pathfinder,
const Vector2f& position, const EquippedItems& items) :
Character(position, CATEGORY_ACTOR, MASK_ALL, Yaml("player.yaml"), world,
pathfinder, items),
mDirection(0) {
pathfinder, items) {
}
Vector2f

View file

@ -21,6 +21,7 @@ public:
* Movement directions that can be set via Player::setDirection().
*/
enum Direction : unsigned char {
NONE = 0,
RIGHT = 1 << 0,
LEFT = 1 << 1,
UP = 1 << 2,
@ -58,7 +59,7 @@ private:
private:
Vector2f mCrosshairPosition; //< Relative position of the point to fire at (mouse cursor).
unsigned char mDirection; //< Current movement direction for direct control.
unsigned char mDirection = NONE; //< Current movement direction for direct control.
};
#endif /* DG_PLAYER_H_ */

View file

@ -16,10 +16,6 @@
#include "../../World.h"
#include "../../Pathfinder.h"
const float Character::VISION_DISTANCE = 500.0f;
const float Character::POINT_REACHED_DISTANCE = 1.0f;
const float Character::ITEM_PICKUP_MAX_DISTANCE = 50.0f;
/**
* Saves pointer to this instance in static var for think().
*/

View file

@ -36,9 +36,9 @@ public:
};
/// Maximum distance where an enemy will be detected.
static const float VISION_DISTANCE;
static constexpr float VISION_DISTANCE = 500.0f;
/// Maximum distance from character where an item can be picked up.
static const float ITEM_PICKUP_MAX_DISTANCE;
static constexpr float ITEM_PICKUP_MAX_DISTANCE = 50.0f;
public:
explicit Character(const Vector2f& position, Category category,
@ -87,7 +87,7 @@ private:
/// Distance to a path point where it will be considered as reached (to
/// avoid floating point equality check).
static const float POINT_REACHED_DISTANCE;
static constexpr float POINT_REACHED_DISTANCE = 1.0f;
friend class World;
World& mWorld;
Pathfinder& mPathfinder;

View file

@ -26,7 +26,7 @@ protected:
GadgetType getType() const override;
private:
static const int WAVES_PER_USE = 3;
static constexpr int WAVES_PER_USE = 3;
int mCurrentWave = WAVES_PER_USE + 1;
Character* mCharacter;