<commit_before>/* RLTK (RogueLike Tool Kit) 1.00
 * Copyright (c) 2016-Present, Bracket Productions.
 * Licensed under the LGPL - see LICENSE file.
 *
 * Example 2: A wandering @ dude, demonstrating the random number generator,
 * character rendering, directed screen clearing, and frame-rate independent
 * tick lengths.
 */

// You need to include the RLTK header
#include "../../rltk/rltk.hpp"

// We're using a stringstream to build the hello world message.
#include <sstream>

// For convenience, import the whole rltk namespace. You may not want to do this
// in larger projects, to avoid naming collisions.
using namespace rltk;

// For now, we always want our "dude" to be a yellow @ - so he's constexpr
constexpr vchar dude{'@', YELLOW, BLACK};
// The dude's location in X/Y terms
int dude_x = 10;
int dude_y = 10;

// A default-defined random number generator. You can specify a seed to get
// the same results each time, but for now we're keeping it simple.
random_number_generator rng;

// We want to keep the game running at a steady pace, rather than however
// fast our super graphics card wants to go! To do this, we set a constant
// duration for a "tick" and only process after that much time has elapsed.
// Most roguelikes are turn-based and won't actually use this, but that's<commit_msg>Remove unneeded header.<commit_after>/* RLTK (RogueLike Tool Kit) 1.00
 * Copyright (c) 2016-Present, Bracket Productions.
 * Licensed under the LGPL - see LICENSE file.
 *
 * Example 2: A wandering @ dude, demonstrating the random number generator,
 * character rendering, directed screen clearing, and frame-rate independent
 * tick lengths.
 */

// You need to include the RLTK header
#include "../../rltk/rltk.hpp"

// For convenience, import the whole rltk namespace. You may not want to do this
// in larger projects, to avoid naming collisions.
using namespace rltk;

// For now, we always want our "dude" to be a yellow @ - so he's constexpr
constexpr vchar dude{'@', YELLOW, BLACK};
// The dude's location in X/Y terms
int dude_x = 10;
int dude_y = 10;

// A default-defined random number generator. You can specify a seed to get
// the same results each time, but for now we're keeping it simple.
random_number_generator rng;

// We want to keep the game running at a steady pace, rather than however
// fast our super graphics card wants to go! To do this, we set a constant
// duration for a "tick" and only process after that much time has elapsed.
// Most roguelikes are turn-based and won't actually use this, but that's
{'fraction_non_alphanumeric': 0.08569182389937106, 'fraction_numerical': 0.009433962264150943, 'mean_word_length': 3.6357012750455375, 'pattern_counts': {'":': 0, '<': 4, '<?xml version=': 0, '>': 4, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '4514354', 'n_tokens_mistral': 754, 'n_tokens_neox': 704, 'n_words': 375}