I’ve department positions that aren’t initialized to any worth of aspect enumeration. Nevertheless, once I strive to attract them to the display screen, they’re truly on the identical aspect, on the left aspect of the tree. I feel these uninitialized department positions are rubbish values, a remnant from the reminiscence that the PC has been used or hasn’t been used. I am not fairly certain each time I run this system, they’re at all times on the left aspect, which appears constant, which is the primary worth within the aspect enumeration, which I assumed to be 0. Are they really rubbish values or simply the default values of enumeration if I do not initialize them?
// Embody vital libraries right here
#embody <SFML/Graphics.hpp>
// Make code simpler to sort with "utilizing namespace"
utilizing namespace sf;
// Perform declaration
void updateBranches(int seed);
const int NUM_BRANCHES = 6;
Sprite branches[NUM_BRANCHES];
// The place is the participant/department?
// Left or Proper
enum class aspect { LEFT, RIGHT, NONE };
aspect branchPositions[NUM_BRANCHES];
// That is the place our recreation begin from
int most important()
{
// Create a video mode object
VideoMode vm(1920, 1080);
// Create and open a window for the sport
RenderWindow window(vm, "Timber!!!", Model::Fullscreen);
// Observe whether or not the sport is working
bool paused = true;
whereas (window.isOpen())
{
/*
****************************************
Deal with the participant's enter
****************************************
*/
if (Keyboard::isKeyPressed(Keyboard::Escape))
{
window.shut();
}
// Begin the sport
if (Keyboard::isKeyPressed(Keyboard::Enter))
{
paused = false;
// Reset the time and the rating
rating = 0;
timeRemaining = 6;
}
/*
****************************************
Replace the scene
****************************************
*/
if (!paused)
{
// replace the department sprites
for (int i = 0; i < NUM_BRANCHES; i++)
{
float peak = i * 150;
if (branchPositions[i] == aspect::LEFT)
{
// Transfer the sprite to the left aspect
branches[i].setPosition(610, peak);
// Flip the sprite spherical the opposite means
branches[i].setRotation(180);
}
else if (branchPositions[i] == aspect::RIGHT)
{
// Transfer the sprite to the appropriate aspect
branches[i].setPosition(1330, peak);
// Set the sprite rotation to regular
branches[i].setRotation(0);
}
else
{
// cover the department
branches[i].setPosition(3000, peak);
}
}
} // Finish if(!paused)
/*
****************************************
Draw the scene
****************************************
*/
// Clear every part from the final body
window.clear();
// Draw the branches
for (int i = 0; i < NUM_BRANCHES; i++)
{
window.draw(branches[i]);
}
// Present every part we simply drew
window.show();
}
return 0;
}