feat: added reference implementation
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src/Balls.hpp
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140
src/Balls.hpp
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#pragma once
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#include <vector>
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#include <random>
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#include <cmath>
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#include <SFML/Graphics.hpp>
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struct Ball {
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sf::CircleShape shape;
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sf::Vector2f velocity;
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Ball(float x, float y, float radius, sf::Color color, float vx, float vy) {
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shape.setRadius(radius);
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shape.setPosition(sf::Vector2f(x, y));
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shape.setFillColor(color);
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shape.setOrigin(sf::Vector2f(radius, radius)); // Center origin
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velocity = sf::Vector2f(vx, vy);
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}
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};
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class BallGame {
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private:
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// Create balls
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std::vector<Ball> balls;
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std::random_device rd;
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std::mt19937 gen;
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std::uniform_real_distribution<float> posDist;
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std::uniform_real_distribution<float> velDist;
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std::uniform_int_distribution<int> colorDist;
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std::uniform_real_distribution<float> radiusDist;
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public:
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BallGame::BallGame() {
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gen = std::mt19937(rd());
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posDist = std::uniform_real_distribution<float>(5.0f, 795.0f);
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velDist = std::uniform_real_distribution<float>(-200.0f, 200.0f);
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colorDist = std::uniform_int_distribution<int>(0, 255);
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radiusDist = std::uniform_real_distribution<float>(2.5f, 2.5f);
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// Generate random balls
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for (int i = 0; i < 2500; ++i) {
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sf::Color randomColor(colorDist(gen), colorDist(gen), colorDist(gen));
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balls.emplace_back(
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posDist(gen), posDist(gen), // position
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radiusDist(gen), // radius
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randomColor, // color
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velDist(gen), velDist(gen) // velocity
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);
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}
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}
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void updateBalls(const sf::Vector2u& windowSize, float deltaTime) {
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// Update positions
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for (auto& ball : balls) {
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ball.shape.move(ball.velocity * deltaTime);
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}
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// Handle ball-to-ball collisions
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for (size_t i = 0; i < balls.size(); ++i) {
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for (size_t j = i + 1; j < balls.size(); ++j) {
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Ball& ball1 = balls[i];
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Ball& ball2 = balls[j];
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sf::Vector2f pos1 = ball1.shape.getPosition();
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sf::Vector2f pos2 = ball2.shape.getPosition();
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float radius1 = ball1.shape.getRadius();
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float radius2 = ball2.shape.getRadius();
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// Calculate distance between centers
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sf::Vector2f delta = pos2 - pos1;
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float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y);
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float minDistance = radius1 + radius2;
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if (distance < minDistance && distance > 0) {
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// Normalize collision vector
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sf::Vector2f normal = delta / distance;
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// Separate balls to prevent overlap
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float overlap = minDistance - distance;
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sf::Vector2f separation = normal * (overlap * 0.5f);
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ball1.shape.setPosition(pos1 - separation);
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ball2.shape.setPosition(pos2 + separation);
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// Calculate relative velocity
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sf::Vector2f relativeVel = ball2.velocity - ball1.velocity;
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float velAlongNormal = relativeVel.x * normal.x + relativeVel.y * normal.y;
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// Don't resolve if velocities are separating
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if (velAlongNormal > 0) continue;
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// Apply collision response (elastic collision)
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float restitution = 0.0f; // Bounce factor (0 = no bounce, 1 = perfect bounce)
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float impulse = -(1 + restitution) * velAlongNormal;
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// Assume equal mass for simplicity
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sf::Vector2f impulseVector = impulse * normal;
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ball1.velocity -= impulseVector;
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ball2.velocity += impulseVector;
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}
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}
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}
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// Handle wall collisions
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for (auto& ball : balls) {
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sf::Vector2f pos = ball.shape.getPosition();
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float radius = ball.shape.getRadius();
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// Bounce off walls
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if (pos.x - radius <= 0 || pos.x + radius >= windowSize.x) {
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ball.velocity.x = -ball.velocity.x;
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// Clamp position to prevent sticking
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if (pos.x - radius <= 0) {
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ball.shape.setPosition(sf::Vector2f(radius, pos.y));
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}
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else {
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ball.shape.setPosition(sf::Vector2f(windowSize.x - radius, pos.y));
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}
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}
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if (pos.y - radius <= 0 || pos.y + radius >= windowSize.y) {
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ball.velocity.y = -ball.velocity.y;
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// Clamp position to prevent sticking
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if (pos.y - radius <= 0) {
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ball.shape.setPosition(sf::Vector2f(pos.x, radius));
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}
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else {
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ball.shape.setPosition(sf::Vector2f(pos.x, windowSize.y - radius));
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}
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}
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}
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}
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void drawBalls( sf::RenderWindow& window ) const
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{
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for (const auto& ball : balls) {
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window.draw(ball.shape);
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}
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}
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};
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@ -9,7 +9,6 @@
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#include <imgui.h>
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#include <print>
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void configure(AppConfig &config) {
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config.window_title = "CHANGEME";
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config.frame_rate_limit = std::nullopt;
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@ -17,13 +16,9 @@ void configure(AppConfig &config) {
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}
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void setup() {
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ImGui::GetIO().ConfigFlags |= (
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ImGuiConfigFlags_NavEnableKeyboard
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| ImGuiConfigFlags_NavEnableGamepad
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| ImGuiConfigFlags_DockingEnable
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);
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sf::View view{ get_window().getView() };
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view.setCenter( { 0.f, 0.f } );
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ImGui::GetIO().ConfigFlags |= (ImGuiConfigFlags_NavEnableKeyboard | ImGuiConfigFlags_NavEnableGamepad | ImGuiConfigFlags_DockingEnable);
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sf::View view{get_window().getView()};
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view.setCenter({0.f, 0.f});
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set_render_view(view);
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}
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@ -31,9 +26,9 @@ void handle_input_event(sf::Event const &event) {
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}
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void handle_window_event(sf::Event const &event) {
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if (sf::Event::Resized const *resized{ event.getIf<sf::Event::Resized>()}) {
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sf::View view{ get_window().getView() };
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view.setSize({ static_cast<float>(resized->size.x), static_cast<float>(resized->size.y) });
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if (sf::Event::Resized const *resized{event.getIf<sf::Event::Resized>()}) {
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sf::View view{get_window().getView()};
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view.setSize({static_cast<float>(resized->size.x), static_cast<float>(resized->size.y)});
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set_render_view(view);
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}
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}
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@ -42,9 +37,9 @@ void loop(double delta) {
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}
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void draw_scene(sf::RenderTarget &target, sf::RenderStates const &states) {
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static sf::RectangleShape rect{ { 300, 300 } };
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static sf::RectangleShape rect{{300, 300}};
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sf::RenderStates n_states{states};
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n_states.transform.translate({ -150, -150 });
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n_states.transform.translate({-150, -150});
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target.draw(rect, n_states);
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}
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