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C++ Simple Game Beeping Utility
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$begingroup$
Lately I have been playing a game called Dirty Bomb. I like it very much, and since I was taking a rest of basic C++ OpenGL, i tried to make a simple console utility for it.
What i wanted to achieve is that, when I pressed a key (representing an in-game character) the program would, after a specified delay depending on the key pressed, emit a distinct beeping. So when I see an enemy in-game character use its ability, I would press a key, and then after the cooldown delay of its ability is over(or at least near to get over), I get notified with a beeping, so i know if its a danger to get near him. I also wanted to have a "substracted delay" variable, so I could get notified a little before the enemy's ability is ready.
I wanted to have a review in the code I made, since I'm still a newbie in the world of C++ I want to know if there are ways to improve it and, if you're able, ask some questions I commented in there.
Also I've used pthreads for the beeping and waiting parts, since Beep() sleeps its calling thread and waiting can be easily done with the sleep_for() function.
Here is the code, I've commented each part so you know what each does easily:
main.cpp
#include <iostream>
#include <windows.h> // Question: I'm only using GetAsyncKeyState and Beep functions from windows.h,
// Is there a way so i don't have to include the whole windows header
// and just the ones that have those functions?
#include <thread> // for multithreading :D
#include <chrono>
#include "notes.h" // An util header i wrote to convert music notes to Hertz, so Beep() can actually play something
using namespace std;
// Holders to know which keys are and were pressed. ( so i can handle Pushing, Holding and Releasing keys ( but i just needed pushing, so :P ) )
bool lastAsyncKeyState[ 0xFF ] = {0};
bool asyncKeyState[ 0xFF ] = {0};
// Functions to save the keyboard state every cicle, so the below function can work
void saveAsyncKeyStates() { for ( int i = 0; i < 0xFF; i++ ) lastAsyncKeyState[i] = asyncKeyState[i]; }
void updateAsyncKeyStates() { for ( int i = 0; i < 0xFF; i++ ) asyncKeyState[i] = ( GetAsyncKeyState(i) ); }
// Only detect if a key was Pushed and not if it's being pressed constantly
bool asyncKeyPushed( int key ) {
if ( asyncKeyState[key] && !lastAsyncKeyState[key] ) return true;
return false;
}
const int updatePeriod = 10; // Delay between program updates in milliseconds
const int beepDelay = 1000; // Delay between beeps when this program is ON
int beepCount = 0; // counter for ON beeps
int substractDelay = 5; // How many seconds should the program substract to the original Characters delay
int noteDuration = 200; // Base note duration
bool shouldUpdateConsole = true; // variable to update the console only when needed
bool onSwitch = false; // Program state ( ON/OFF )
// Enums for sound types and delays
enum SoundType {
FRAGGER,
JAVELIN,
STOKER,
SKYHAMMER,
ONSWITCH,
OFFSWITCH,
ON_BEEP
};
enum Delays {
FRAGGER_DELAY = 20,
JAVELIN_DELAY = 30,
STOKER_DELAY = 40,
SKYHAMMER_DELAY = 70
};
void updateConsole() // Does what it says
{
system("CLS"); // I know its evil, but I had no other option
cout << endl;
cout << " Substracted Delay: " << substractDelay << endl << endl;
cout << " [ T ] Wait for FRAGGER ( " << Delays::FRAGGER_DELAY - substractDelay << "s )" << endl;
cout << " [ G ] Wait for JAVELIN ( " << Delays::JAVELIN_DELAY - substractDelay << "s )" << " [ H ] Wait for SKYHAMMER ( " << Delays::SKYHAMMER_DELAY - substractDelay << "s )" << endl;
cout << " [ B ] Wait for STOKER ( " << Delays::STOKER_DELAY - substractDelay << "s )" << endl << endl;
cout << " State: " << ( onSwitch ? "ON" : "OFF" ) << endl << endl;
cout << " Press [END] to exit." << endl;
shouldUpdateConsole = false;
}
// Note types
void playSound( int soundType ) {
switch( soundType ) {
case SoundType::FRAGGER :
Beep( noteHz(Note::A + 6*octave), noteDuration/2 );
Beep( noteHz(Note::A + 6*octave), noteDuration );
break;
case SoundType::JAVELIN :
Beep( noteHz(Note::A + 5*octave), noteDuration/2 );
Beep( noteHz(Note::B + 5*octave), noteDuration );
break;
case SoundType::STOKER :
Beep( noteHz(Note::G + 5*octave), noteDuration/2 );
Beep( noteHz(Note::A + 5*octave), noteDuration/2 );
Beep( noteHz(Note::F + 5*octave), noteDuration );
break;
case SoundType::SKYHAMMER :
Beep( noteHz(Note::G + 5*octave), noteDuration/2 );
Beep( noteHz(Note::A + 5*octave), noteDuration/2 );
Beep( noteHz(Note::G + 5*octave), noteDuration/2 );
Beep( noteHz(Note::A + 5*octave), noteDuration );
break;
case SoundType::ONSWITCH :
Beep( noteHz(Note::A + 7*octave), noteDuration/2 );
Beep( noteHz(Note::B + 7*octave), noteDuration/2 );
break;
case SoundType::OFFSWITCH :
Beep( noteHz(Note::A + 4*octave), noteDuration/2 );
Beep( noteHz(Note::G + 4*octave), noteDuration/2 );
break;
case SoundType::ON_BEEP :
Beep( noteHz(Note::C + 4*octave), noteDuration/4 );
break;
}
}
// Makes the current thread to wait the specified delay and then play the specified Sound
void waitForAndPlaySound( int seconds, int soundType ) {
if ( seconds > 0 ) this_thread::sleep_for( chrono::seconds( seconds ) );
playSound( soundType );
}
// Creates a thread that runs waitForAndPlaySound, with the specified sound and delay
void playSoundProtocol( int soundType, int delay ) {
thread tempThread( waitForAndPlaySound , delay , soundType );
tempThread.detach(); // Error if not detached.
}
// The main loop :D
int main()
{
while ( !GetAsyncKeyState(VK_END) ) { // Program will execute until the END key is pressed
updateAsyncKeyStates(); // Gets the keys that are pressed now, to compare with the keys that were pressed in the last cycle
if ( asyncKeyPushed( VK_INSERT ) ) { // if the INSERT key is pushed, the program will switch to ON/OFF.
onSwitch = !onSwitch;
playSoundProtocol( ( onSwitch ? SoundType::ONSWITCH : SoundType::OFFSWITCH ), 0 );
shouldUpdateConsole = true;
}
if ( asyncKeyPushed( VK_UP ) && substractDelay < 10 ) { substractDelay++; shouldUpdateConsole = true; } // MAX substracted delay is 10
if ( asyncKeyPushed( VK_DOWN ) && substractDelay > 0 ) { substractDelay--; shouldUpdateConsole = true; } // MIN substracted delay is 0
if ( onSwitch ) { // If the program is ON
if ( asyncKeyPushed( 'T' ) ) // T is to wait for the character Fragger in-game ability
playSoundProtocol( SoundType::FRAGGER, Delays::FRAGGER_DELAY - substractDelay );
if ( asyncKeyPushed( 'G' ) ) // G is to wait for the character Javelin in-game ability
playSoundProtocol( SoundType::JAVELIN, Delays::JAVELIN_DELAY - substractDelay );
if ( asyncKeyPushed( 'B' ) ) // B is to wait for the character Stoker in-game ability
playSoundProtocol( SoundType::STOKER, Delays::STOKER_DELAY - substractDelay );
if ( asyncKeyPushed( 'H' ) ) // H is to wait for the character Skyhammer in-game ability
playSoundProtocol( SoundType::SKYHAMMER, Delays::SKYHAMMER_DELAY - substractDelay );
beepCount += updatePeriod; // The program beeps every beepDelay, so the user knows the program is active (ON).
if ( beepCount >= beepDelay ) { beepCount -= beepDelay; playSoundProtocol( SoundType::ON_BEEP, 0 ); }
// Question: is there a way to control the volume of Beep ?
} else { // If the program is OFF
if ( beepCount != 0 ) beepCount = 0;
}
if ( shouldUpdateConsole ) updateConsole(); // If the console should update, it calls the updateConsole func
saveAsyncKeyStates(); // Saves the keys that are pressed now, so the next cycle can use them
this_thread::sleep_for( chrono::milliseconds( updatePeriod ) ); // Sleeps for updatePeriod
}
return 0;
}
notes.h
#ifndef NOTES_H
#define NOTES_H
enum Note{ // Starts from C0
C = -57, // C starts at -57, so A0 ( -48 ) plus 4 octaves ( 48 ) results in 0, so the noteHz function can work properly.
Db,
D,
Eb,
E,
F,
Gb,
G,
Ab,
A,
Bb,
B
};
extern const int octave; // = 12
float noteHz( int );
#endif // NOTES_H
notes.cpp
#include "notes.h"
#include <cmath>
// Note to Hertz constants and stuff, more info on:
// http://pages.mtu.edu/~suits/NoteFreqCalcs.html
const float a = std::pow( 2.0f , 1.0f/12 ); // Question: if someone can tell me how to make this constant "private"
// so only this .cpp can use it i would thank you :)
const int octave = 12; // Quantity of half notes in an octave ( or the length of the Note enum )
// This function transforms musical notes to Hz.
// It works by setting the center note as A4 ( 440 Hz ), then calculating every other Hz note from that point.
float noteHz( int note ) {
return 440.0f * std::pow( a , note );
}
c++ game console windows pthreads
New contributor
$endgroup$
add a comment |
$begingroup$
Lately I have been playing a game called Dirty Bomb. I like it very much, and since I was taking a rest of basic C++ OpenGL, i tried to make a simple console utility for it.
What i wanted to achieve is that, when I pressed a key (representing an in-game character) the program would, after a specified delay depending on the key pressed, emit a distinct beeping. So when I see an enemy in-game character use its ability, I would press a key, and then after the cooldown delay of its ability is over(or at least near to get over), I get notified with a beeping, so i know if its a danger to get near him. I also wanted to have a "substracted delay" variable, so I could get notified a little before the enemy's ability is ready.
I wanted to have a review in the code I made, since I'm still a newbie in the world of C++ I want to know if there are ways to improve it and, if you're able, ask some questions I commented in there.
Also I've used pthreads for the beeping and waiting parts, since Beep() sleeps its calling thread and waiting can be easily done with the sleep_for() function.
Here is the code, I've commented each part so you know what each does easily:
main.cpp
#include <iostream>
#include <windows.h> // Question: I'm only using GetAsyncKeyState and Beep functions from windows.h,
// Is there a way so i don't have to include the whole windows header
// and just the ones that have those functions?
#include <thread> // for multithreading :D
#include <chrono>
#include "notes.h" // An util header i wrote to convert music notes to Hertz, so Beep() can actually play something
using namespace std;
// Holders to know which keys are and were pressed. ( so i can handle Pushing, Holding and Releasing keys ( but i just needed pushing, so :P ) )
bool lastAsyncKeyState[ 0xFF ] = {0};
bool asyncKeyState[ 0xFF ] = {0};
// Functions to save the keyboard state every cicle, so the below function can work
void saveAsyncKeyStates() { for ( int i = 0; i < 0xFF; i++ ) lastAsyncKeyState[i] = asyncKeyState[i]; }
void updateAsyncKeyStates() { for ( int i = 0; i < 0xFF; i++ ) asyncKeyState[i] = ( GetAsyncKeyState(i) ); }
// Only detect if a key was Pushed and not if it's being pressed constantly
bool asyncKeyPushed( int key ) {
if ( asyncKeyState[key] && !lastAsyncKeyState[key] ) return true;
return false;
}
const int updatePeriod = 10; // Delay between program updates in milliseconds
const int beepDelay = 1000; // Delay between beeps when this program is ON
int beepCount = 0; // counter for ON beeps
int substractDelay = 5; // How many seconds should the program substract to the original Characters delay
int noteDuration = 200; // Base note duration
bool shouldUpdateConsole = true; // variable to update the console only when needed
bool onSwitch = false; // Program state ( ON/OFF )
// Enums for sound types and delays
enum SoundType {
FRAGGER,
JAVELIN,
STOKER,
SKYHAMMER,
ONSWITCH,
OFFSWITCH,
ON_BEEP
};
enum Delays {
FRAGGER_DELAY = 20,
JAVELIN_DELAY = 30,
STOKER_DELAY = 40,
SKYHAMMER_DELAY = 70
};
void updateConsole() // Does what it says
{
system("CLS"); // I know its evil, but I had no other option
cout << endl;
cout << " Substracted Delay: " << substractDelay << endl << endl;
cout << " [ T ] Wait for FRAGGER ( " << Delays::FRAGGER_DELAY - substractDelay << "s )" << endl;
cout << " [ G ] Wait for JAVELIN ( " << Delays::JAVELIN_DELAY - substractDelay << "s )" << " [ H ] Wait for SKYHAMMER ( " << Delays::SKYHAMMER_DELAY - substractDelay << "s )" << endl;
cout << " [ B ] Wait for STOKER ( " << Delays::STOKER_DELAY - substractDelay << "s )" << endl << endl;
cout << " State: " << ( onSwitch ? "ON" : "OFF" ) << endl << endl;
cout << " Press [END] to exit." << endl;
shouldUpdateConsole = false;
}
// Note types
void playSound( int soundType ) {
switch( soundType ) {
case SoundType::FRAGGER :
Beep( noteHz(Note::A + 6*octave), noteDuration/2 );
Beep( noteHz(Note::A + 6*octave), noteDuration );
break;
case SoundType::JAVELIN :
Beep( noteHz(Note::A + 5*octave), noteDuration/2 );
Beep( noteHz(Note::B + 5*octave), noteDuration );
break;
case SoundType::STOKER :
Beep( noteHz(Note::G + 5*octave), noteDuration/2 );
Beep( noteHz(Note::A + 5*octave), noteDuration/2 );
Beep( noteHz(Note::F + 5*octave), noteDuration );
break;
case SoundType::SKYHAMMER :
Beep( noteHz(Note::G + 5*octave), noteDuration/2 );
Beep( noteHz(Note::A + 5*octave), noteDuration/2 );
Beep( noteHz(Note::G + 5*octave), noteDuration/2 );
Beep( noteHz(Note::A + 5*octave), noteDuration );
break;
case SoundType::ONSWITCH :
Beep( noteHz(Note::A + 7*octave), noteDuration/2 );
Beep( noteHz(Note::B + 7*octave), noteDuration/2 );
break;
case SoundType::OFFSWITCH :
Beep( noteHz(Note::A + 4*octave), noteDuration/2 );
Beep( noteHz(Note::G + 4*octave), noteDuration/2 );
break;
case SoundType::ON_BEEP :
Beep( noteHz(Note::C + 4*octave), noteDuration/4 );
break;
}
}
// Makes the current thread to wait the specified delay and then play the specified Sound
void waitForAndPlaySound( int seconds, int soundType ) {
if ( seconds > 0 ) this_thread::sleep_for( chrono::seconds( seconds ) );
playSound( soundType );
}
// Creates a thread that runs waitForAndPlaySound, with the specified sound and delay
void playSoundProtocol( int soundType, int delay ) {
thread tempThread( waitForAndPlaySound , delay , soundType );
tempThread.detach(); // Error if not detached.
}
// The main loop :D
int main()
{
while ( !GetAsyncKeyState(VK_END) ) { // Program will execute until the END key is pressed
updateAsyncKeyStates(); // Gets the keys that are pressed now, to compare with the keys that were pressed in the last cycle
if ( asyncKeyPushed( VK_INSERT ) ) { // if the INSERT key is pushed, the program will switch to ON/OFF.
onSwitch = !onSwitch;
playSoundProtocol( ( onSwitch ? SoundType::ONSWITCH : SoundType::OFFSWITCH ), 0 );
shouldUpdateConsole = true;
}
if ( asyncKeyPushed( VK_UP ) && substractDelay < 10 ) { substractDelay++; shouldUpdateConsole = true; } // MAX substracted delay is 10
if ( asyncKeyPushed( VK_DOWN ) && substractDelay > 0 ) { substractDelay--; shouldUpdateConsole = true; } // MIN substracted delay is 0
if ( onSwitch ) { // If the program is ON
if ( asyncKeyPushed( 'T' ) ) // T is to wait for the character Fragger in-game ability
playSoundProtocol( SoundType::FRAGGER, Delays::FRAGGER_DELAY - substractDelay );
if ( asyncKeyPushed( 'G' ) ) // G is to wait for the character Javelin in-game ability
playSoundProtocol( SoundType::JAVELIN, Delays::JAVELIN_DELAY - substractDelay );
if ( asyncKeyPushed( 'B' ) ) // B is to wait for the character Stoker in-game ability
playSoundProtocol( SoundType::STOKER, Delays::STOKER_DELAY - substractDelay );
if ( asyncKeyPushed( 'H' ) ) // H is to wait for the character Skyhammer in-game ability
playSoundProtocol( SoundType::SKYHAMMER, Delays::SKYHAMMER_DELAY - substractDelay );
beepCount += updatePeriod; // The program beeps every beepDelay, so the user knows the program is active (ON).
if ( beepCount >= beepDelay ) { beepCount -= beepDelay; playSoundProtocol( SoundType::ON_BEEP, 0 ); }
// Question: is there a way to control the volume of Beep ?
} else { // If the program is OFF
if ( beepCount != 0 ) beepCount = 0;
}
if ( shouldUpdateConsole ) updateConsole(); // If the console should update, it calls the updateConsole func
saveAsyncKeyStates(); // Saves the keys that are pressed now, so the next cycle can use them
this_thread::sleep_for( chrono::milliseconds( updatePeriod ) ); // Sleeps for updatePeriod
}
return 0;
}
notes.h
#ifndef NOTES_H
#define NOTES_H
enum Note{ // Starts from C0
C = -57, // C starts at -57, so A0 ( -48 ) plus 4 octaves ( 48 ) results in 0, so the noteHz function can work properly.
Db,
D,
Eb,
E,
F,
Gb,
G,
Ab,
A,
Bb,
B
};
extern const int octave; // = 12
float noteHz( int );
#endif // NOTES_H
notes.cpp
#include "notes.h"
#include <cmath>
// Note to Hertz constants and stuff, more info on:
// http://pages.mtu.edu/~suits/NoteFreqCalcs.html
const float a = std::pow( 2.0f , 1.0f/12 ); // Question: if someone can tell me how to make this constant "private"
// so only this .cpp can use it i would thank you :)
const int octave = 12; // Quantity of half notes in an octave ( or the length of the Note enum )
// This function transforms musical notes to Hz.
// It works by setting the center note as A4 ( 440 Hz ), then calculating every other Hz note from that point.
float noteHz( int note ) {
return 440.0f * std::pow( a , note );
}
c++ game console windows pthreads
New contributor
$endgroup$
add a comment |
$begingroup$
Lately I have been playing a game called Dirty Bomb. I like it very much, and since I was taking a rest of basic C++ OpenGL, i tried to make a simple console utility for it.
What i wanted to achieve is that, when I pressed a key (representing an in-game character) the program would, after a specified delay depending on the key pressed, emit a distinct beeping. So when I see an enemy in-game character use its ability, I would press a key, and then after the cooldown delay of its ability is over(or at least near to get over), I get notified with a beeping, so i know if its a danger to get near him. I also wanted to have a "substracted delay" variable, so I could get notified a little before the enemy's ability is ready.
I wanted to have a review in the code I made, since I'm still a newbie in the world of C++ I want to know if there are ways to improve it and, if you're able, ask some questions I commented in there.
Also I've used pthreads for the beeping and waiting parts, since Beep() sleeps its calling thread and waiting can be easily done with the sleep_for() function.
Here is the code, I've commented each part so you know what each does easily:
main.cpp
#include <iostream>
#include <windows.h> // Question: I'm only using GetAsyncKeyState and Beep functions from windows.h,
// Is there a way so i don't have to include the whole windows header
// and just the ones that have those functions?
#include <thread> // for multithreading :D
#include <chrono>
#include "notes.h" // An util header i wrote to convert music notes to Hertz, so Beep() can actually play something
using namespace std;
// Holders to know which keys are and were pressed. ( so i can handle Pushing, Holding and Releasing keys ( but i just needed pushing, so :P ) )
bool lastAsyncKeyState[ 0xFF ] = {0};
bool asyncKeyState[ 0xFF ] = {0};
// Functions to save the keyboard state every cicle, so the below function can work
void saveAsyncKeyStates() { for ( int i = 0; i < 0xFF; i++ ) lastAsyncKeyState[i] = asyncKeyState[i]; }
void updateAsyncKeyStates() { for ( int i = 0; i < 0xFF; i++ ) asyncKeyState[i] = ( GetAsyncKeyState(i) ); }
// Only detect if a key was Pushed and not if it's being pressed constantly
bool asyncKeyPushed( int key ) {
if ( asyncKeyState[key] && !lastAsyncKeyState[key] ) return true;
return false;
}
const int updatePeriod = 10; // Delay between program updates in milliseconds
const int beepDelay = 1000; // Delay between beeps when this program is ON
int beepCount = 0; // counter for ON beeps
int substractDelay = 5; // How many seconds should the program substract to the original Characters delay
int noteDuration = 200; // Base note duration
bool shouldUpdateConsole = true; // variable to update the console only when needed
bool onSwitch = false; // Program state ( ON/OFF )
// Enums for sound types and delays
enum SoundType {
FRAGGER,
JAVELIN,
STOKER,
SKYHAMMER,
ONSWITCH,
OFFSWITCH,
ON_BEEP
};
enum Delays {
FRAGGER_DELAY = 20,
JAVELIN_DELAY = 30,
STOKER_DELAY = 40,
SKYHAMMER_DELAY = 70
};
void updateConsole() // Does what it says
{
system("CLS"); // I know its evil, but I had no other option
cout << endl;
cout << " Substracted Delay: " << substractDelay << endl << endl;
cout << " [ T ] Wait for FRAGGER ( " << Delays::FRAGGER_DELAY - substractDelay << "s )" << endl;
cout << " [ G ] Wait for JAVELIN ( " << Delays::JAVELIN_DELAY - substractDelay << "s )" << " [ H ] Wait for SKYHAMMER ( " << Delays::SKYHAMMER_DELAY - substractDelay << "s )" << endl;
cout << " [ B ] Wait for STOKER ( " << Delays::STOKER_DELAY - substractDelay << "s )" << endl << endl;
cout << " State: " << ( onSwitch ? "ON" : "OFF" ) << endl << endl;
cout << " Press [END] to exit." << endl;
shouldUpdateConsole = false;
}
// Note types
void playSound( int soundType ) {
switch( soundType ) {
case SoundType::FRAGGER :
Beep( noteHz(Note::A + 6*octave), noteDuration/2 );
Beep( noteHz(Note::A + 6*octave), noteDuration );
break;
case SoundType::JAVELIN :
Beep( noteHz(Note::A + 5*octave), noteDuration/2 );
Beep( noteHz(Note::B + 5*octave), noteDuration );
break;
case SoundType::STOKER :
Beep( noteHz(Note::G + 5*octave), noteDuration/2 );
Beep( noteHz(Note::A + 5*octave), noteDuration/2 );
Beep( noteHz(Note::F + 5*octave), noteDuration );
break;
case SoundType::SKYHAMMER :
Beep( noteHz(Note::G + 5*octave), noteDuration/2 );
Beep( noteHz(Note::A + 5*octave), noteDuration/2 );
Beep( noteHz(Note::G + 5*octave), noteDuration/2 );
Beep( noteHz(Note::A + 5*octave), noteDuration );
break;
case SoundType::ONSWITCH :
Beep( noteHz(Note::A + 7*octave), noteDuration/2 );
Beep( noteHz(Note::B + 7*octave), noteDuration/2 );
break;
case SoundType::OFFSWITCH :
Beep( noteHz(Note::A + 4*octave), noteDuration/2 );
Beep( noteHz(Note::G + 4*octave), noteDuration/2 );
break;
case SoundType::ON_BEEP :
Beep( noteHz(Note::C + 4*octave), noteDuration/4 );
break;
}
}
// Makes the current thread to wait the specified delay and then play the specified Sound
void waitForAndPlaySound( int seconds, int soundType ) {
if ( seconds > 0 ) this_thread::sleep_for( chrono::seconds( seconds ) );
playSound( soundType );
}
// Creates a thread that runs waitForAndPlaySound, with the specified sound and delay
void playSoundProtocol( int soundType, int delay ) {
thread tempThread( waitForAndPlaySound , delay , soundType );
tempThread.detach(); // Error if not detached.
}
// The main loop :D
int main()
{
while ( !GetAsyncKeyState(VK_END) ) { // Program will execute until the END key is pressed
updateAsyncKeyStates(); // Gets the keys that are pressed now, to compare with the keys that were pressed in the last cycle
if ( asyncKeyPushed( VK_INSERT ) ) { // if the INSERT key is pushed, the program will switch to ON/OFF.
onSwitch = !onSwitch;
playSoundProtocol( ( onSwitch ? SoundType::ONSWITCH : SoundType::OFFSWITCH ), 0 );
shouldUpdateConsole = true;
}
if ( asyncKeyPushed( VK_UP ) && substractDelay < 10 ) { substractDelay++; shouldUpdateConsole = true; } // MAX substracted delay is 10
if ( asyncKeyPushed( VK_DOWN ) && substractDelay > 0 ) { substractDelay--; shouldUpdateConsole = true; } // MIN substracted delay is 0
if ( onSwitch ) { // If the program is ON
if ( asyncKeyPushed( 'T' ) ) // T is to wait for the character Fragger in-game ability
playSoundProtocol( SoundType::FRAGGER, Delays::FRAGGER_DELAY - substractDelay );
if ( asyncKeyPushed( 'G' ) ) // G is to wait for the character Javelin in-game ability
playSoundProtocol( SoundType::JAVELIN, Delays::JAVELIN_DELAY - substractDelay );
if ( asyncKeyPushed( 'B' ) ) // B is to wait for the character Stoker in-game ability
playSoundProtocol( SoundType::STOKER, Delays::STOKER_DELAY - substractDelay );
if ( asyncKeyPushed( 'H' ) ) // H is to wait for the character Skyhammer in-game ability
playSoundProtocol( SoundType::SKYHAMMER, Delays::SKYHAMMER_DELAY - substractDelay );
beepCount += updatePeriod; // The program beeps every beepDelay, so the user knows the program is active (ON).
if ( beepCount >= beepDelay ) { beepCount -= beepDelay; playSoundProtocol( SoundType::ON_BEEP, 0 ); }
// Question: is there a way to control the volume of Beep ?
} else { // If the program is OFF
if ( beepCount != 0 ) beepCount = 0;
}
if ( shouldUpdateConsole ) updateConsole(); // If the console should update, it calls the updateConsole func
saveAsyncKeyStates(); // Saves the keys that are pressed now, so the next cycle can use them
this_thread::sleep_for( chrono::milliseconds( updatePeriod ) ); // Sleeps for updatePeriod
}
return 0;
}
notes.h
#ifndef NOTES_H
#define NOTES_H
enum Note{ // Starts from C0
C = -57, // C starts at -57, so A0 ( -48 ) plus 4 octaves ( 48 ) results in 0, so the noteHz function can work properly.
Db,
D,
Eb,
E,
F,
Gb,
G,
Ab,
A,
Bb,
B
};
extern const int octave; // = 12
float noteHz( int );
#endif // NOTES_H
notes.cpp
#include "notes.h"
#include <cmath>
// Note to Hertz constants and stuff, more info on:
// http://pages.mtu.edu/~suits/NoteFreqCalcs.html
const float a = std::pow( 2.0f , 1.0f/12 ); // Question: if someone can tell me how to make this constant "private"
// so only this .cpp can use it i would thank you :)
const int octave = 12; // Quantity of half notes in an octave ( or the length of the Note enum )
// This function transforms musical notes to Hz.
// It works by setting the center note as A4 ( 440 Hz ), then calculating every other Hz note from that point.
float noteHz( int note ) {
return 440.0f * std::pow( a , note );
}
c++ game console windows pthreads
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$endgroup$
Lately I have been playing a game called Dirty Bomb. I like it very much, and since I was taking a rest of basic C++ OpenGL, i tried to make a simple console utility for it.
What i wanted to achieve is that, when I pressed a key (representing an in-game character) the program would, after a specified delay depending on the key pressed, emit a distinct beeping. So when I see an enemy in-game character use its ability, I would press a key, and then after the cooldown delay of its ability is over(or at least near to get over), I get notified with a beeping, so i know if its a danger to get near him. I also wanted to have a "substracted delay" variable, so I could get notified a little before the enemy's ability is ready.
I wanted to have a review in the code I made, since I'm still a newbie in the world of C++ I want to know if there are ways to improve it and, if you're able, ask some questions I commented in there.
Also I've used pthreads for the beeping and waiting parts, since Beep() sleeps its calling thread and waiting can be easily done with the sleep_for() function.
Here is the code, I've commented each part so you know what each does easily:
main.cpp
#include <iostream>
#include <windows.h> // Question: I'm only using GetAsyncKeyState and Beep functions from windows.h,
// Is there a way so i don't have to include the whole windows header
// and just the ones that have those functions?
#include <thread> // for multithreading :D
#include <chrono>
#include "notes.h" // An util header i wrote to convert music notes to Hertz, so Beep() can actually play something
using namespace std;
// Holders to know which keys are and were pressed. ( so i can handle Pushing, Holding and Releasing keys ( but i just needed pushing, so :P ) )
bool lastAsyncKeyState[ 0xFF ] = {0};
bool asyncKeyState[ 0xFF ] = {0};
// Functions to save the keyboard state every cicle, so the below function can work
void saveAsyncKeyStates() { for ( int i = 0; i < 0xFF; i++ ) lastAsyncKeyState[i] = asyncKeyState[i]; }
void updateAsyncKeyStates() { for ( int i = 0; i < 0xFF; i++ ) asyncKeyState[i] = ( GetAsyncKeyState(i) ); }
// Only detect if a key was Pushed and not if it's being pressed constantly
bool asyncKeyPushed( int key ) {
if ( asyncKeyState[key] && !lastAsyncKeyState[key] ) return true;
return false;
}
const int updatePeriod = 10; // Delay between program updates in milliseconds
const int beepDelay = 1000; // Delay between beeps when this program is ON
int beepCount = 0; // counter for ON beeps
int substractDelay = 5; // How many seconds should the program substract to the original Characters delay
int noteDuration = 200; // Base note duration
bool shouldUpdateConsole = true; // variable to update the console only when needed
bool onSwitch = false; // Program state ( ON/OFF )
// Enums for sound types and delays
enum SoundType {
FRAGGER,
JAVELIN,
STOKER,
SKYHAMMER,
ONSWITCH,
OFFSWITCH,
ON_BEEP
};
enum Delays {
FRAGGER_DELAY = 20,
JAVELIN_DELAY = 30,
STOKER_DELAY = 40,
SKYHAMMER_DELAY = 70
};
void updateConsole() // Does what it says
{
system("CLS"); // I know its evil, but I had no other option
cout << endl;
cout << " Substracted Delay: " << substractDelay << endl << endl;
cout << " [ T ] Wait for FRAGGER ( " << Delays::FRAGGER_DELAY - substractDelay << "s )" << endl;
cout << " [ G ] Wait for JAVELIN ( " << Delays::JAVELIN_DELAY - substractDelay << "s )" << " [ H ] Wait for SKYHAMMER ( " << Delays::SKYHAMMER_DELAY - substractDelay << "s )" << endl;
cout << " [ B ] Wait for STOKER ( " << Delays::STOKER_DELAY - substractDelay << "s )" << endl << endl;
cout << " State: " << ( onSwitch ? "ON" : "OFF" ) << endl << endl;
cout << " Press [END] to exit." << endl;
shouldUpdateConsole = false;
}
// Note types
void playSound( int soundType ) {
switch( soundType ) {
case SoundType::FRAGGER :
Beep( noteHz(Note::A + 6*octave), noteDuration/2 );
Beep( noteHz(Note::A + 6*octave), noteDuration );
break;
case SoundType::JAVELIN :
Beep( noteHz(Note::A + 5*octave), noteDuration/2 );
Beep( noteHz(Note::B + 5*octave), noteDuration );
break;
case SoundType::STOKER :
Beep( noteHz(Note::G + 5*octave), noteDuration/2 );
Beep( noteHz(Note::A + 5*octave), noteDuration/2 );
Beep( noteHz(Note::F + 5*octave), noteDuration );
break;
case SoundType::SKYHAMMER :
Beep( noteHz(Note::G + 5*octave), noteDuration/2 );
Beep( noteHz(Note::A + 5*octave), noteDuration/2 );
Beep( noteHz(Note::G + 5*octave), noteDuration/2 );
Beep( noteHz(Note::A + 5*octave), noteDuration );
break;
case SoundType::ONSWITCH :
Beep( noteHz(Note::A + 7*octave), noteDuration/2 );
Beep( noteHz(Note::B + 7*octave), noteDuration/2 );
break;
case SoundType::OFFSWITCH :
Beep( noteHz(Note::A + 4*octave), noteDuration/2 );
Beep( noteHz(Note::G + 4*octave), noteDuration/2 );
break;
case SoundType::ON_BEEP :
Beep( noteHz(Note::C + 4*octave), noteDuration/4 );
break;
}
}
// Makes the current thread to wait the specified delay and then play the specified Sound
void waitForAndPlaySound( int seconds, int soundType ) {
if ( seconds > 0 ) this_thread::sleep_for( chrono::seconds( seconds ) );
playSound( soundType );
}
// Creates a thread that runs waitForAndPlaySound, with the specified sound and delay
void playSoundProtocol( int soundType, int delay ) {
thread tempThread( waitForAndPlaySound , delay , soundType );
tempThread.detach(); // Error if not detached.
}
// The main loop :D
int main()
{
while ( !GetAsyncKeyState(VK_END) ) { // Program will execute until the END key is pressed
updateAsyncKeyStates(); // Gets the keys that are pressed now, to compare with the keys that were pressed in the last cycle
if ( asyncKeyPushed( VK_INSERT ) ) { // if the INSERT key is pushed, the program will switch to ON/OFF.
onSwitch = !onSwitch;
playSoundProtocol( ( onSwitch ? SoundType::ONSWITCH : SoundType::OFFSWITCH ), 0 );
shouldUpdateConsole = true;
}
if ( asyncKeyPushed( VK_UP ) && substractDelay < 10 ) { substractDelay++; shouldUpdateConsole = true; } // MAX substracted delay is 10
if ( asyncKeyPushed( VK_DOWN ) && substractDelay > 0 ) { substractDelay--; shouldUpdateConsole = true; } // MIN substracted delay is 0
if ( onSwitch ) { // If the program is ON
if ( asyncKeyPushed( 'T' ) ) // T is to wait for the character Fragger in-game ability
playSoundProtocol( SoundType::FRAGGER, Delays::FRAGGER_DELAY - substractDelay );
if ( asyncKeyPushed( 'G' ) ) // G is to wait for the character Javelin in-game ability
playSoundProtocol( SoundType::JAVELIN, Delays::JAVELIN_DELAY - substractDelay );
if ( asyncKeyPushed( 'B' ) ) // B is to wait for the character Stoker in-game ability
playSoundProtocol( SoundType::STOKER, Delays::STOKER_DELAY - substractDelay );
if ( asyncKeyPushed( 'H' ) ) // H is to wait for the character Skyhammer in-game ability
playSoundProtocol( SoundType::SKYHAMMER, Delays::SKYHAMMER_DELAY - substractDelay );
beepCount += updatePeriod; // The program beeps every beepDelay, so the user knows the program is active (ON).
if ( beepCount >= beepDelay ) { beepCount -= beepDelay; playSoundProtocol( SoundType::ON_BEEP, 0 ); }
// Question: is there a way to control the volume of Beep ?
} else { // If the program is OFF
if ( beepCount != 0 ) beepCount = 0;
}
if ( shouldUpdateConsole ) updateConsole(); // If the console should update, it calls the updateConsole func
saveAsyncKeyStates(); // Saves the keys that are pressed now, so the next cycle can use them
this_thread::sleep_for( chrono::milliseconds( updatePeriod ) ); // Sleeps for updatePeriod
}
return 0;
}
notes.h
#ifndef NOTES_H
#define NOTES_H
enum Note{ // Starts from C0
C = -57, // C starts at -57, so A0 ( -48 ) plus 4 octaves ( 48 ) results in 0, so the noteHz function can work properly.
Db,
D,
Eb,
E,
F,
Gb,
G,
Ab,
A,
Bb,
B
};
extern const int octave; // = 12
float noteHz( int );
#endif // NOTES_H
notes.cpp
#include "notes.h"
#include <cmath>
// Note to Hertz constants and stuff, more info on:
// http://pages.mtu.edu/~suits/NoteFreqCalcs.html
const float a = std::pow( 2.0f , 1.0f/12 ); // Question: if someone can tell me how to make this constant "private"
// so only this .cpp can use it i would thank you :)
const int octave = 12; // Quantity of half notes in an octave ( or the length of the Note enum )
// This function transforms musical notes to Hz.
// It works by setting the center note as A4 ( 440 Hz ), then calculating every other Hz note from that point.
float noteHz( int note ) {
return 440.0f * std::pow( a , note );
}
c++ game console windows pthreads
c++ game console windows pthreads
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