Fix conversions warnings

This commit is contained in:
Corentin Jabot 2021-09-10 14:44:40 +02:00 committed by Patricia Aas
parent 36fc3f5a74
commit bc83fa77c3
7 changed files with 12 additions and 12 deletions

View file

@ -7,7 +7,7 @@
namespace pacman { namespace pacman {
Canvas::Canvas() Canvas::Canvas()
: window(sf::VideoMode((viewDimensions().width / 2), (viewDimensions().height / 2)), : window(sf::VideoMode(std::uint32_t(viewDimensions().width / 2), std::uint32_t(viewDimensions().height / 2)),
"Pacman", "Pacman",
sf::Style::Titlebar | sf::Style::Close), sf::Style::Titlebar | sf::Style::Close),
view(sf::FloatRect(0, 0, float(viewDimensions().width), float(viewDimensions().height))) { view(sf::FloatRect(0, 0, float(viewDimensions().width), float(viewDimensions().height))) {
@ -124,8 +124,8 @@ void Canvas::renderLives(int lives) {
const size_t y = TARGET_MAZE_HEIGHT; const size_t y = TARGET_MAZE_HEIGHT;
Sprite pacmanSprite = getSprite(liveSprite); Sprite pacmanSprite = getSprite(liveSprite);
for (int i = 0; i < lives - 1; i++) { for (auto i = 0; i < lives - 1; i++) {
auto life_position = i * SPRITE_WIDTH * 1.5f; auto life_position = float(i) * SPRITE_WIDTH * 1.5f;
sf::Vector2f pos{ x + life_position, y }; sf::Vector2f pos{ x + life_position, y };
pacmanSprite.setPosition(pos.x, pos.y); pacmanSprite.setPosition(pos.x, pos.y);
window.draw(pacmanSprite); window.draw(pacmanSprite);

View file

@ -29,7 +29,7 @@ Position Clyde::target(const GameState & gameState) const {
return targetPosition; return targetPosition;
const auto pacManPosition = gameState.pacMan.positionInGrid(); const auto pacManPosition = gameState.pacMan.positionInGrid();
auto distanceFomPacMan = std::hypot(pos.x - pacManPosition.x, pos.y - pacManPosition.y); auto distanceFomPacMan = std::hypot(pos.x - double(pacManPosition.x), pos.y - double(pacManPosition.y));
if (distanceFomPacMan > 8) if (distanceFomPacMan > 8)
targetPosition = gridPositionToPosition(pacManPosition); targetPosition = gridPositionToPosition(pacManPosition);

View file

@ -94,7 +94,7 @@ bool Ghost::isInPen() const {
void Ghost::updatePosition(std::chrono::milliseconds time_delta, const GameState & gameState) { void Ghost::updatePosition(std::chrono::milliseconds time_delta, const GameState & gameState) {
updateDirection(gameState); updateDirection(gameState);
double position_delta = (0.004 * time_delta.count()) * speed(gameState); double position_delta = (0.004 * double(time_delta.count())) * speed(gameState);
const auto old_position = pos; const auto old_position = pos;
const GridPosition old_grid_position = positionToGridPosition(old_position); const GridPosition old_grid_position = positionToGridPosition(old_position);
@ -197,7 +197,7 @@ void Ghost::updateDirection(const GameState & gameState) {
} }
void Ghost::updateAnimation(std::chrono::milliseconds time_delta) { void Ghost::updateAnimation(std::chrono::milliseconds time_delta) {
timeForAnimation += time_delta.count(); timeForAnimation += double(time_delta.count());
if (timeForAnimation >= 250) { if (timeForAnimation >= 250) {
timeForAnimation = 0; timeForAnimation = 0;
animationIndex = (animationIndex + 1) % 4; animationIndex = (animationIndex + 1) % 4;

View file

@ -49,12 +49,12 @@ Position Inky::target(const GameState & gameState) const {
// Then it calculates the distance between Blinky and this position // Then it calculates the distance between Blinky and this position
const auto & blinkyPosition = gameState.blinky.positionInGrid(); const auto & blinkyPosition = gameState.blinky.positionInGrid();
auto distanceBetweenBlinkyAndTarget = std::hypot(blinkyPosition.x - targetPosition.x, blinkyPosition.y - targetPosition.y); double distanceBetweenBlinkyAndTarget = std::hypot(blinkyPosition.x - targetPosition.x, blinkyPosition.y - targetPosition.y);
// And selects a point on the line crossing blinky and this position that is at twice that distance // And selects a point on the line crossing blinky and this position that is at twice that distance
// away from blinky // away from blinky
targetPosition.x += size_t((targetPosition.x - blinkyPosition.x) / distanceBetweenBlinkyAndTarget) * 2; targetPosition.x += std::size_t((double(targetPosition.x) - double(blinkyPosition.x)) / distanceBetweenBlinkyAndTarget) * 2;
targetPosition.y += size_t((targetPosition.y - blinkyPosition.y) / distanceBetweenBlinkyAndTarget) * 2; targetPosition.y += std::size_t((double(targetPosition.y) - double(blinkyPosition.y)) / distanceBetweenBlinkyAndTarget) * 2;
return gridPositionToPosition(targetPosition); return gridPositionToPosition(targetPosition);
} }

View file

@ -58,7 +58,7 @@ void PacMan::updateMazePosition(std::chrono::milliseconds time_delta) {
return; return;
} }
const double position_delta = 0.004 * time_delta.count(); const double position_delta = 0.004 * double(time_delta.count());
const auto pacman_size = 1; const auto pacman_size = 1;
auto moveToPosition = [position_delta, pacman_size](Position point, Direction move_direction) { auto moveToPosition = [position_delta, pacman_size](Position point, Direction move_direction) {

View file

@ -32,7 +32,7 @@ void PacManAnimation::updateAnimationPosition(std::chrono::milliseconds time_del
return; return;
animation_position_delta += (0.02) * double(time_delta.count()); animation_position_delta += (0.02) * double(time_delta.count());
animation_position = size_t(animation_position + animation_position_delta); animation_position += size_t(animation_position_delta);
if (!dead) if (!dead)
animation_position = animation_position % 4; animation_position = animation_position % 4;

View file

@ -42,7 +42,7 @@ protected:
Atlas::Ghost spriteSet; Atlas::Ghost spriteSet;
Direction direction = Direction::NONE; Direction direction = Direction::NONE;
double timeForAnimation = 0; double timeForAnimation = 0;
int animationIndex = 0; std::size_t animationIndex = 0;
State state = State::Chase; State state = State::Chase;
std::chrono::milliseconds timeFrighten = {}; std::chrono::milliseconds timeFrighten = {};
std::chrono::milliseconds timeChase = {}; std::chrono::milliseconds timeChase = {};