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Messages - JensTheNewbie

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1
General / loading/initializing neighbors of a tile in a grid
« on: March 27, 2024, 10:02:35 pm »
Hello, I am trying to make a hexagon grid where i later want to use the A-star algorithm to make a game later. However i have come across a problem when trying to initialize the neighbors of each hexagon-tile.
I have previously written the code in java-script so i cannot see the reason why it becomes so slow when initializing the grid.

Here is some of the code i have written
[

//how i initialize the grid
void Game::initGrid() { // initialize the grid

        // actual initialize the grid
        for (int i = 0; i < cols; i++) {
                for (int j = 0; j < rows; j++) {
                        //grid[i][j] = Tile(i, j);
                        std::cout << "Setting grid[" << i << "][" << j << "]" << std::endl;
                        grid[i][j] = Tile(i,j); // declare it exists
                        grid[i][j].initializeTileShape(255, 0, 0); // declare the tile has a shape aka hexagon
                }
        }
        // each tile needs to know their neighbors
       
        for (int i = 0; i < cols; i++) {
                for (int j = 0; j < rows; j++) {
                        grid[i][j].initializeNeighbors(i,j,*this);
                }
        }
       
}

//the Tile.h
#pragma once

#include <SFML/Graphics.hpp>
#include <vector>
#include <iostream>
//#include "Game.h"


// Forward declaration of Game class so that i can use the class here
class Game;

class Tile{
private:
        double PI = 3.14159265; // just PI
       
public:// i need to access position, Neighbors, wall or not
        //variables for construction
        double midx = 200; //it was 200 before
        double midy = 200; // it was 200 before
        double r_1 = 15;
        double r_2 = 9;
        double radius;
        double angle = 0;
        double construcangle = 18;
        double sx;
        double sy;
       
        //placement of the tile
        int xRow;
        int yRow;
        double displace=0;

        //hexagon shape
        sf::ConvexShape hexagon;

        //The neighbors to the tile. Used for pathfinding
        std::vector<Tile> neighbors;

        Tile(int x, int y) {
                xRow = x;
                yRow = y;
               
                // Second row has to be displaced
                if (yRow % 2 == 0) {
                        // std::cout << "should be displaced" << std::endl; // to see if displace works
                        displace = r_1 * cos(PI * 18 / 180.0);
                }
                //placement of the middle of the hexagon compared to its coordinate in grid
                midx = midx + displace + xRow * 2 * r_1*cos(PI*construcangle / 180);
                midy = midy + yRow * (r_1 * 2 * sin(PI*construcangle / 180) + (r_2 - cos(PI*(90 - construcangle) / 180)*r_1));
        }
        Tile() {}// just for overloading

        void initializeTileShape(int x, int y, int z);
       
        void initializeNeighbors(int i, int j ,Game& game);

        void moveTile(sf::Vector2f direction);
        void display(sf::RenderWindow& );



};

// my tile.cpp

#include "Tile.h"
#include "Game.h" // Include Game.h here
#include <SFML/Graphics.hpp>

void Tile::initializeTileShape(int x, int y, int z) {
        /*
        creates the hexagon
        */

        this->hexagon.setPointCount(6);
        this->hexagon.setFillColor(sf::Color(x, y, z));

        for (int k = 0; k < 6; k++) {
                if (k == 0) {
                        angle = PI * construcangle / 180.0;
                        radius = r_1;
                }
                else if (k == 1) {
                        angle = angle + (PI * (90 - construcangle) / 180);
                        radius = r_2;
                }
                else if (k == 2) {
                        angle = angle + ((PI * (90 - construcangle)) / 180.0);
                        radius = r_1;
                }
                else if (k == 3) {
                        angle = angle + (PI * (construcangle * 2) / 180.0);
                        radius = r_1;
                }
                else if (k == 4) {
                        angle = angle + (PI * (90 - construcangle) / 180.0);
                        radius = r_2;
                }
                else if (k == 5) {
                        angle = angle + (PI * (90 - construcangle) / 180.0);
                        radius = r_1;
                }

                sx = midx + cos(angle) * radius;
                sy = midy + sin(angle) * radius;

                this->hexagon.setPoint(k, sf::Vector2f(float(sx), float(sy)));
        }
        this->hexagon.setOutlineColor(sf::Color::Blue); //sets color of outline
        this->hexagon.setOutlineThickness(1.f); //sets the thickness

}

void Tile::initializeNeighbors(int i, int j ,Game& game) { //
       
        int cols = game.cols;
        int rows = game.rows;
        std::vector<std::vector<Tile>>& grid = game.grid;
        //std::cout << "Everything is good " << game.cols << std::endl;

        if (i < cols - 1) { // right horizontal neighbor
                neighbors.emplace_back(grid[i + 1][j]);
        }
        if (i > 0) { // left horizontal neighbor
                neighbors.emplace_back(grid[i - 1][j]);
        }
        // ctrl K C and ctrl K U
        // even rows
       
        if (j % 2 == 0 && j > 0) { // upper left neighbor for row 0,2,4,6...
                neighbors.emplace_back(grid[i][j - 1]);
        }
        if (j % 2 == 0 && j > 0 && i < cols - 1) { // upper right neighbor for  row 0,2,4,6...
                neighbors.emplace_back(grid[i + 1][j - 1]);
        }
        if (j % 2 == 0 && j < rows - 1) { // down left neighbor for row 0,2,4,6...
                neighbors.emplace_back(grid[i][j + 1]);
        }
        if (j % 2 == 0 && j < rows - 1 && i < cols - 1) { //lower right neighbor  for row 0,2,4,6...
                neighbors.emplace_back(grid[i + 1][j + 1]);
        }
       

        // odd rows
        if (!(j % 2 == 0) && i > 0) { // upper left
                neighbors.emplace_back(grid[i - 1][j - 1]);
        }
        if (!(j % 2 == 0) && i < cols - 1) { // upper right (always there)
                neighbors.emplace_back(grid[i][j - 1]);
        }
        if (!(j % 2 == 0) && i > 0 && j < rows - 1) {  // lower left
                neighbors.emplace_back(grid[i - 1][j + 1]);
        }
        if (!(j % 2 == 0) && j < rows - 1) { // lower right (removed i<cols-1 condition and changed grid[i+1][j+1] to grid[i][j+1])
                neighbors.emplace_back(grid[i][j + 1]);
        }
       

        std::cout << "Everything is good at " << i << " " << j << std::endl;
}


void Tile::moveTile(sf::Vector2f direction) {
        /*
        move the corners of the hexagon in the given direction
        */

       
        this->hexagon.move(direction.x,direction.y);
}

void Tile::display(sf::RenderWindow& window) {
        /*
        display the hexagon
        */

        window.draw(this->hexagon);
}
]
 

2
Graphics / Re: Optimization of hexagon-grid
« on: March 26, 2024, 10:52:08 pm »
I have fixed it so thank you very much for the help everyone!

3
Graphics / Re: Optimization of hexagon-grid
« on: March 13, 2024, 11:16:40 pm »
Thank you for sharing your thoughts. The idea where the shape was saved really helped. I went from having an 45 fps to 245 fps ish so thank you.
However, now i have the problem that when i move the position of the points of the hexagon the framerate drops back to 45 because it is labor intensive.
Is there a way to move a shape without moving each point?

4
Graphics / Optimization of hexagon-grid
« on: March 10, 2024, 02:25:27 am »
Hello, I am very new to using SFML so i hope you can have patience with me. At the moment i am trying to make a grid of hexagons so the grrid will look like the one from the old games Fallout 1 and 2.
I was trying to make a 30x30 grid but the framerate cannot get over 60 even though i have set the limit to 600.
I am using for-loops to calculate the positions of each corner and when displaying the grid.
The GPU is barely used which i think is bad since i think it would make my program be faster if i used it.
I was therefore wondering if there is a way i can either optimize how i draw the grid such that if i made the grid to 200x200 wouldn't be a problem either or if there is a way i could use the GPU to make calculations faster.
Parrallel processing is also a way i could increase the speed so if you have some tips or a guide i would be really happy to hear about it.

Below is some of my code. I hope it is displayed correctly. Below is the class of each tile of the grid and how i display it
[
#pragma once
#include <SFML/Graphics.hpp>
#include <vector>
#include <iostream>
class Tile{
private:
   double PI = 3.14159265; // just PI
   
public:// i need to access position, Neighbors, wall or not
   //variables for construction
   double midx = 200; //it was 200 before
   double midy = 200; // it was 200 before
   double r_1 = 15;
   double r_2 = 9;
   double radius;
   double angle = 0;
   double construcangle = 18;
   double sx;
   double sy;
   
   //placement of the tile
   int xRow;
   int yRow;
   double displace=0;

   Tile(int x, int y) {
      xRow = x;
      yRow = y;
     
      // Second row has to be displaced
      if (yRow % 2 == 0) {
         // std::cout << "should be displaced" << std::endl; // to see if displace works
         displace = r_1 * cos(PI * 18 / 180.0);
      }
      //placement of the middle of the hexagon compared to its coordinate in grid
      midx = midx + displace + xRow * 2 * r_1*cos(PI*construcangle / 180);
      midy = midy + yRow * (r_1 * 2 * sin(PI*construcangle / 180) + (r_2 - cos(PI*(90 - construcangle) / 180)*r_1));
   }
   Tile() {}// just for overloading

   void display(int x, int y, int z, sf::RenderWindow& );

};

]

[code=cpp][
#include "Tile.h"
#include <SFML/Graphics.hpp>

void Tile::display(int x, int y, int z, sf::RenderWindow& window) {
   /*
   creates the hexagon
   */

   sf::ConvexShape hexagon;
   hexagon.setPointCount(6);
   hexagon.setFillColor(sf::Color(x, y, z));

   for (int k = 0; k < 6; k++) {
      if (k == 0) {
         angle = PI * construcangle / 180.0;
         radius = r_1;
      }
      else if (k == 1) {
         angle = angle + (PI * (90 - construcangle) / 180);
         radius = r_2;
      }
      else if (k == 2) {
         angle = angle + ((PI * (90 - construcangle)) / 180.0);
         radius = r_1;
      }
      else if (k == 3) {
         angle = angle + (PI * (construcangle * 2) / 180.0);
         radius = r_1;
      }
      else if (k == 4) {
         angle = angle + (PI * (90 - construcangle) / 180.0);
         radius = r_2;
      }
      else if (k == 5) {
         angle = angle + (PI * (90 - construcangle) / 180.0);
         radius = r_1;
      }

      sx = midx + cos(angle) * radius;
      sy = midy + sin(angle) * radius;

      hexagon.setPoint(k, sf::Vector2f(float(sx), float(sy)));
   }
   hexagon.setOutlineColor(sf::Color::Blue); //sets color of outline
   hexagon.setOutlineThickness(1.f); //sets the thickness
   window.draw(hexagon);
}
]

[code=cpp][
for (int i = 0; i < cols; i++) {
      for (int j = 0; j < rows; j++) {
         grid[i][j].display(255, 0, 0, *this->window);
      }
   }
]

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