IplImage *generateStitching(IplImage *img_src1, IplImage *img_src2,
		CvMat *tmatrix, uchar with_borders, double blend_weight) {
	if (tmatrix == NULL)
		return NULL;
	if (blend_weight <= 0)
		blend_weight = 1;
	uchar mustFree1 = 0, mustFree2 = 0;
	IplImage *img1 = NULL, *img2 = NULL;
	if (img_src1->nChannels < 4) {
		img1 = convertTo4Channels(img_src1);
		mustFree1 = 1;
	} else {
		img1 = img_src1;
	}
	if (img_src2->nChannels < 4) {
		img2 = convertTo4Channels(img_src2);
		mustFree2 = 1;
	} else {
		img2 = img_src2;
	}
	if (with_borders) {
		drawBorders(img1, 2);
		drawBorders(img2, 2);
	}
	CvRect mbr = getProjectionMBR(img1, tmatrix);
	int64_t width = MAX(img2->width,mbr.x + mbr.width) - MIN(0, mbr.x);
	int64_t height = MAX(img2->height,mbr.y + mbr.height) - MIN(0, mbr.y);
	int64_t orig_x = MAX(0, -mbr.x);
	int64_t orig_y = MAX(0, -mbr.y);
	IplImage *prjTmp = cvCreateImage(cvSize(width, height), img1->depth,
			img1->nChannels);
	projectImg(img1, orig_x, orig_y, prjTmp, tmatrix);
	IplImage *final = cvCreateImage(cvSize(width, height), img1->depth,
			img1->nChannels);
	//cvSetZero(final);
	cvRectangle(final, cvPoint(0, 0), cvPoint(width, height), cvScalarAll(255),
			-1, 8, 0);
	my_image_copyPixels(img2, final, orig_x, orig_y);
	my_image_copyWeightedPixels(prjTmp, final, 0, 0, blend_weight);
	cvReleaseImage(&prjTmp);
	if (mustFree1)
		cvReleaseImage(&img1);
	if (mustFree2)
		cvReleaseImage(&img2);
	IplImage *cropped = remove_borders(final);
	if (cropped == NULL) {
		return final;
	} else {
Snake::Snake():AnimUT()
{
#ifdef debug
    qDebug("Snake launched");
#endif

    controls->addAnimationControl(animate, 200);

    cellSize = 15;
    nbCells = 20;

    // controls
    snakeItem = new SnakeItem(cellSize, nbCells);

    controls->addLabel("Movements");
    QPushButton *upBtn = controls->addButton("Up");
    connect(upBtn, SIGNAL(released()), snakeItem, SLOT(setUp()));
    QPushButton *downBtn = controls->addButton("Down");
    connect(downBtn, SIGNAL(released()), snakeItem, SLOT(setDown()));
    QPushButton *leftBtn = controls->addButton("Left");
    connect(leftBtn, SIGNAL(released()), snakeItem, SLOT(setLeft()));
    QPushButton *rightBtn = controls->addButton("Right");
    connect(rightBtn, SIGNAL(released()), snakeItem, SLOT(setRight()));

    controls->addDivider();

    score = controls->addLabel("Score : 0");
    connect(snakeItem, SIGNAL(updateScore(int)), this, SLOT(updateScore(int)));

    // viewer
    drawBorders();
    viewer->addItem(snakeItem);
}
Beispiel #3
0
void Level::draw() {
	m_spriteBatch.renderBatch();
	for (unsigned int i = 0; i < m_borders.size(); ++i)
	{
		GamaGameEngine::RigidBody *b = m_borders[i];
		b->shape->draw();
	}
	drawBorders();
}
Beispiel #4
0
void Panel::draw()
{
	if (active)
	{
		drawBackground();
		drawBorders();
		drawChildren();
	}
}
Beispiel #5
0
void Button::draw()
{
	if (active)
	{
		drawBackground();
		drawBorders();
		drawChildren();
	}
}
Beispiel #6
0
/*
	main gl expose ,any time sreen needs to be redrawn, this function is called by gltemplate
	,all drawings are initialized in this function
	params:ViewInfo	, global view variable defined in viewport.c
	return value:0 if something goes wrong with GL 1 , otherwise
*/
int glexpose_main(ViewInfo * view)
{
    static int doonce = 0;
    if (!glupdatecamera(view))
        return 0;

//    glEnable(GL_DEPTH_TEST);
//    draw_cube();
//    draw_cube_tex();


    if (view->activeGraph >= 0) {
        if (!doonce) {
            doonce = 1;
            btnToolZoomFit_clicked(NULL, NULL);
            btnToolZoomFit_clicked(NULL, NULL);
        }
    }
    else
        return 0;



    glexpose_grid(view);
#if UNUSED
    draw_fisheye_magnifier(view);
    draw_magnifier(view);
#endif
    drawBorders(view);
    glexpose_drawgraph(view);
    drawRotatingAxis();
    draw_selpoly(&view->Topview->sel.selPoly);
    glCompSetDraw(view->widgets);

//              draw_stuff();
//      test_color_pallete();
//      drawtestpoly();
    /*DEBUG*/
    /*	if (view->mouse.mouse_mode == MM_PAN)
    	{
    		glBegin(GL_LINE_STRIP);
    		glColor4f((GLfloat) 1, (GLfloat) 0.0, (GLfloat) 0.0,
    			(GLfloat) 1);
    		glVertex3f((GLfloat) view->GLx, (GLfloat) view->GLy,
    			(GLfloat) 0.001);
    		glVertex3f((GLfloat) view->GLx2, (GLfloat) view->GLy2,
    			(GLfloat) 0.001);


    		glEnd();
    	}*/
    /*DEBUG*/ return 1;
}
void ThumbSlider::paintEvent(QPaintEvent *event)
{
	QPainter painter;

	painter.begin(this);
	painter.setClipRect(event->rect());
	painter.setPen(Qt::NoPen);

	drawBackground(&painter);
	drawLines(&painter);
	drawBorders(&painter);
	drawEdges(&painter);
}
Beispiel #8
0
void ButtonRessource::draw() {
	
	float wid = GraIngame::getMenuWidth();
	GraphicInterface::drawObjectMenu(id, x1 * Options::ResolutionX/wid, y1 *  Options::ResolutionY, (x2-x1)* Options::ResolutionX/wid, (y2-y1) * Options::ResolutionY);
	char buf[6];
	_itoa_s(handler->getWishedWorker(changeID), buf, 6, 10);
	GraphicInterface::drastring2d(x1+relativeX, y1+relativeY, GLUT_BITMAP_TIMES_ROMAN_24, buf);

	char bufCurrent[6];
	_itoa_s(handler->getCurrentValue(changeID), bufCurrent, 6, 10);
	
	GraphicInterface::drastring2d(x1+relativeX, y1+relativeY-0.03, GLUT_BITMAP_TIMES_ROMAN_24, bufCurrent);
	drawBorders();
}
Beispiel #9
0
void render(){
        display.Clear();
        drawGhost();
        drawBlock(CODE);
        drawMap();
        drawBorders();
        drawNextBlock();
        sprintf(TEXT,"Score: %i",score);
        display.DrawString(TEXT,  ((WIDTH))*BLOCKPIXSIZE, (0)*BLOCKPIXSIZE,0,0x00FF00);
        sprintf(TEXT,"Highscore: %i",hscore);
        display.DrawString(TEXT,  ((WIDTH))*BLOCKPIXSIZE, (1)*BLOCKPIXSIZE,0,0x00FF00);
        sprintf(TEXT,"Next:");
        display.DrawString(TEXT,  ((WIDTH))*BLOCKPIXSIZE, (4)*BLOCKPIXSIZE,0,0x00FF00);
        display.Render();
}
Beispiel #10
0
void resetGame(){
     
     //==========================START MSG Prints Highscore
     while(!keyboard.s){
        display.Clear();
        drawMap();
        drawBorders();
        sprintf(TEXT,"Press 's' to start");
        display.DrawString(TEXT,  0, (HEIGHT/2)*BLOCKPIXSIZE,0,0x00FF00);
        display.Render();
        keyboard.Poll(); 
        SDL_Delay(50);
         }
     for(int i=0;i < WIDTH;i++){
         for(int ii=0;ii < HEIGHT;ii++){
                 map[i][ii] = 0;
         }
     }
    score = 0;
    newBlock();
}
    void ScrollablePanel::draw(sf::RenderTarget& target, sf::RenderStates states) const
    {
        states.transform.translate(getPosition());

        const auto oldStates = states;

        // Draw the borders
        if (m_bordersCached != Borders{0})
        {
            drawBorders(target, states, m_bordersCached, getSize(), m_borderColorCached);
            states.transform.translate({m_bordersCached.getLeft(), m_bordersCached.getTop()});
        }

        // Draw the background
        const sf::Vector2f innerSize = {getSize().x - m_bordersCached.getLeft() - m_bordersCached.getRight(),
                                        getSize().y - m_bordersCached.getTop() - m_bordersCached.getBottom()};
        drawRectangleShape(target, states, innerSize, m_backgroundColorCached);

        states.transform.translate(m_paddingCached.getLeft(), m_paddingCached.getTop());
        sf::Vector2f contentSize = {innerSize.x - m_paddingCached.getLeft() - m_paddingCached.getRight(),
                                    innerSize.y - m_paddingCached.getTop() - m_paddingCached.getBottom()};

        if (m_verticalScrollbar.getMaximum() > m_verticalScrollbar.getLowValue())
            contentSize.x -= m_verticalScrollbar.getSize().x;
        if (m_horizontalScrollbar.getMaximum() > m_horizontalScrollbar.getLowValue())
            contentSize.y -= m_horizontalScrollbar.getSize().y;

        // Draw the child widgets
        {
            const Clipping clipping{target, states, {}, contentSize};

            states.transform.translate(-static_cast<float>(m_horizontalScrollbar.getValue()),
                                       -static_cast<float>(m_verticalScrollbar.getValue()));

            drawWidgetContainer(&target, states);
        }

        m_verticalScrollbar.draw(target, oldStates);
        m_horizontalScrollbar.draw(target, oldStates);
    }
void Logbuffermessage::draw()
{
	if ( m_active && !m_logBuffer->getMessages().empty() )
	{
// 		m_active = true;
		
		unsigned int height = 5;

		m_dimensions.set(m_logBuffer->getLongestLength() + ( hpadding*2 ), (15 * (m_logBuffer->getMessages().size()-1)) + height + ( vpadding*2 ));
		
	// draw background box and border
		drawBackground();
		drawBorders();

	// render text
// 		glColor3f(1.0f, 1.0f, 1.0f);
		for ( unsigned int i = 0; i < m_logBuffer->getMessages().size(); i++ )
			Textprinter::Instance()->print(Vector2i(m_absposition.m_x + hpadding, m_absposition.m_y + height + (i*15) + vpadding), m_logBuffer->getMessages()[i].getMsg().c_str());
	}
/*	else
		m_active = false;*/
}
Beispiel #13
0
void Textmessage::draw()
{
	Logbuffer::Instance()->deleteExpiredMsg();
	if ( !Logbuffer::Instance()->messages.empty() )
	{
		active = true;
		
		unsigned int height = 5;

		v_width = Logbuffer::Instance()->longestLength + ( hpadding*2 );
		v_height = (15 * (Logbuffer::Instance()->messages.size()-1)) + height + ( vpadding*2 );
		
	// draw background box and border
		drawBackground();
		drawBorders();

	// render text
		glColor3f(1.0f, 1.0f, 1.0f);
		for ( unsigned int i = 0; i < Logbuffer::Instance()->messages.size(); i++ )
			Textprinter::Instance()->print(position.x + hpadding, position.y + height + (i*15.0f) + vpadding, Logbuffer::Instance()->messages[i]->str);
	}
	else
		active = false;
}
Beispiel #14
0
void Speciesview::draw()
{
	if (active)
	{
		unsigned int highestCount = 0;
		unsigned int highestAD = 0;
		unsigned int highestNeurons = 0;
		unsigned int highestSynapses = 0;
		unsigned int highestBodyparts = 0;

	// initialize sort indices
	// at the same time find the highest Counts for all columns
		vector<int> indices ( genotypes->list.size(), 0 );
		for ( unsigned int i = 0; i < genotypes->list.size(); i++ )
		{
			indices[i] = i;
			
			if ( genotypes->list[i]->count > highestCount )
				highestCount = genotypes->list[i]->count;
			if ( genotypes->list[i]->adamdist > highestAD )
				highestAD = genotypes->list[i]->adamdist;
			if ( genotypes->list[i]->brainzArch->ArchNeurons.size() > highestNeurons )
				highestNeurons = genotypes->list[i]->brainzArch->ArchNeurons.size();
			// calc total syns
			unsigned int totalSyns = 0;
			for ( unsigned int j = 0; j < genotypes->list[i]->brainzArch->ArchNeurons.size(); j++ )
				totalSyns += genotypes->list[i]->brainzArch->ArchNeurons[j].ArchSynapses.size();
			if ( totalSyns > highestSynapses )
				highestSynapses = totalSyns;
			if ( genotypes->list[i]->bodyArch->archBodyparts.size() > highestNeurons )
				highestNeurons = genotypes->list[i]->bodyArch->archBodyparts.size();
		}

	// sort results
		for ( int i = genotypes->list.size(); i>0; i--  )
			for ( int j = 0; j < i-1; j++  )
				if ( genotypes->list[indices[j]]->count < genotypes->list[indices[j+1]]->count )
				{
					unsigned keepI	= indices[j];
					indices[j]	= indices[j+1];
					indices[j+1]	= keepI;
				}
	
		int titleNumWH = textprinter->getWidth( highestCount );
		int titleColorWH = qwidth;
		int titlePosWH = textprinter->getWidth( genotypes->list.size() );
		int titleAdWH = textprinter->getWidth( highestAD );
		int titleNeuronsWH = textprinter->getWidth( highestNeurons );
		int titleSynapsesWH = textprinter->getWidth( highestSynapses );
		int titleBodypartsWH = textprinter->getWidth( highestBodyparts );
		
		int colw1 = titlePosW;
		if ( colw1 < titlePosWH ) colw1 = titlePosWH;
		int colw2 = titleColorW;
		if ( colw2 < titleColorWH ) colw2 = titleColorWH;
		int colw3 = titleNumW;
		if ( colw3 < titleNumWH ) colw3 = titleNumWH;
		int colw4 = titleAdW;
		if ( colw4 < titleAdWH ) colw4 = titleAdWH;
		int colw5 = titleNeuronsW;
		if ( colw5 < titleNeuronsWH ) colw5 = titleNeuronsWH;
		int colw6 = titleSynapsesW;
		if ( colw6 < titleSynapsesWH ) colw6 = titleSynapsesWH;
		int colw7 = titleBodypartsW;
		if ( colw7 < titleBodypartsWH ) colw7 = titleBodypartsWH;

		int colspacer = 15;
		int col1 = colspacer;
		int col2 = col1+colspacer + colw1;
		int col3 = col2+colspacer + colw2;
		int col4 = col3+colspacer + colw3;
		int col5 = col4+colspacer + colw4;
		int col6 = col5+colspacer + colw5;
		int col7 = col6+colspacer + colw6;
		int col8 = col7+colspacer + colw7;

		v_space = -10 + titlebar;

		v_height = (genotypes->list.size() * (qheight+rowspacer)) + rowspacer + titlebar;
		v_width = col8;
		drawBackground();
		drawBorders();
		drawChildren();

		glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
		textprinter->print( absPosition.x+col1, absPosition.y+19, titlePos );
		textprinter->print( absPosition.x+col2, absPosition.y+19, titleColor );
		textprinter->print( absPosition.x+col3, absPosition.y+19, titleNum );
		textprinter->print( absPosition.x+col4, absPosition.y+19, titleAd );
		textprinter->print( absPosition.x+col5, absPosition.y+19, titleNeurons );
		textprinter->print( absPosition.x+col6, absPosition.y+19, titleSynapses );
		textprinter->print( absPosition.x+col7, absPosition.y+19, titleBodyparts );
		
		
		for ( unsigned int i=0; i < genotypes->list.size(); i++  )
		{
			v_space += qheight + rowspacer; 

			glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
			textprinter->print( absPosition.x+col1, absPosition.y+v_space+9, i+1 );
			textprinter->print( absPosition.x+col3, absPosition.y+v_space+9, genotypes->list[indices[i]]->count );
			textprinter->print( absPosition.x+col4, absPosition.y+v_space+9, genotypes->list[indices[i]]->adamdist );
			textprinter->print( absPosition.x+col5, absPosition.y+v_space+9, genotypes->list[i]->brainzArch->ArchNeurons.size() );
			// total syns
			unsigned int totalSyns = 0;
			for ( unsigned int j = 0; j < genotypes->list[i]->brainzArch->ArchNeurons.size(); j++ )
				totalSyns += genotypes->list[i]->brainzArch->ArchNeurons[j].ArchSynapses.size();
			textprinter->print( absPosition.x+col6, absPosition.y+v_space+9, totalSyns );
			textprinter->print( absPosition.x+col7, absPosition.y+v_space+9, genotypes->list[i]->bodyArch->archBodyparts.size() );

			if ( *colormode )
				glColor4f(genotypes->list[indices[i]]->speciescolor.r, genotypes->list[indices[i]]->speciescolor.g, genotypes->list[indices[i]]->speciescolor.b, genotypes->list[indices[i]]->speciescolor.a);
			else
				glColor4f(genotypes->list[indices[i]]->bodyArch->color.r, genotypes->list[indices[i]]->bodyArch->color.g, genotypes->list[indices[i]]->bodyArch->color.b, genotypes->list[indices[i]]->bodyArch->color.a);

			glBegin(GL_QUADS);
				glVertex2f(absPosition.x+col2,         absPosition.y+v_space+qheight);
				glVertex2f(absPosition.x+col2,         absPosition.y+v_space);
				glVertex2f(absPosition.x+col2+qwidth,  absPosition.y+v_space);
				glVertex2f(absPosition.x+col2+qwidth,  absPosition.y+v_space+qheight);
			glEnd();
			
			glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
			glBegin(GL_LINES);
				glVertex2f(absPosition.x+col2,         absPosition.y+v_space+qheight);
				glVertex2f(absPosition.x+col2,         absPosition.y+v_space);

				glVertex2f(absPosition.x+col2,         absPosition.y+v_space);
				glVertex2f(absPosition.x+col2+qwidth,  absPosition.y+v_space);

				glVertex2f(absPosition.x+col2+qwidth,  absPosition.y+v_space);
				glVertex2f(absPosition.x+col2+qwidth,  absPosition.y+v_space+qheight);

				glVertex2f(absPosition.x+col2+qwidth,  absPosition.y+v_space+qheight);
				glVertex2f(absPosition.x+col2,         absPosition.y+v_space+qheight);
			glEnd();
		}

	}
}
Beispiel #15
0
void Spectrum::update(const Sint16* stream, const int length, const float delta) {

  if (!_initialized || length == 0)
    return;

  int w = _image.getWidth();
  int h = _image.getHeight();
  int step = length / w;

  if (_timer.hasEnded()) {

    /* FFT */

    for (int i = 0; i < w; ++i) {
      float norm_amp = stream[i * step] * (1.f/32767.f);
      _rawValues[i] = Complex(norm_amp, 0);
    }

    std::valarray<Complex> fftArray(_rawValues, w);
    audio::FFT::fft(fftArray);

    for (int i = 0; i < w/2; ++i) {
      _fftValues[i] = std::log10(std::abs(fftArray[i])) * 20;
    }

    float octaves = calculateOctave(_minFreq, _maxFreq, _barCount);
    unsigned int currentFreq = _minFreq;
    for (unsigned int i = 0; i < _barCount; ++i) {

      int low = lowerLimitSample(currentFreq, octaves, w/2);
      int hi = upperLimitSample(currentFreq, octaves, w/2);

      if (currentFreq > Core::Audio()->getFrequencyRate() || hi > w/2)
        break;

      // Log.Info("C: %d [L: %d / H: %d]", currentFreq, low, hi);

      _barFrequencies[i] = currentFreq;

      _barValues[i] = averageFreq(_fftValues, low, hi);
      currentFreq = nextCenterFreq(currentFreq, octaves);
    }

    /* END FFT */

    _image.setRect(0, 0, w, h, Color::Black);
    drawBorders();

    int bar_size = w / (float)_barCount;
    for (unsigned int i = 0; i < _barCount; ++i) {

      float scale_val = std::max(0.f, _barValues[i]);
      float norm_val = scale_val / 30.f;

      _normalizedBarValues[i] = norm_val;

      Color color = math::interpolate(Color(255, 64, 0), Color::Red, norm_val, math::Interpolation::Linear);

      // Values
      // Log.Info("Bar %d: %f", i, val);

      int y = h - norm_val * h;
      _image.setRect(i*bar_size, y + 1, bar_size, h - y - 2, color);
    }

    _image.updateTextureZone(0, 0, w, h);
    _timer.reset();
  }

  _timer.update(delta);
}
Beispiel #16
0
bool Game::cursesMain()
{
    initscr();
    noecho();
    curs_set(FALSE);
    nodelay(stdscr, TRUE);
    keypad(stdscr,TRUE);
    srand(time(NULL));

    // Coloring the screen
    start_color();
    init_pair(1, COLOR_WHITE, COLOR_RED); // border
    init_pair(2, COLOR_GREEN, COLOR_GREEN); // barrier
    init_pair(3, COLOR_GREEN, COLOR_BLACK); // player
    init_pair(4,   COLOR_RED, COLOR_BLACK); // boss

    // set up initial windows
    getmaxyx(stdscr, parent_y, parent_x);

    //set default space
    player.lives = 3;
    player.score = 0;
    player.x = 14;
    player.y = parent_y - (score_size + 3);

    WINDOW *field = newwin(parent_y - score_size, parent_x, 0, 0);
    WINDOW *score = newwin(score_size, parent_x, parent_y - score_size, 0);

    drawBorders(score);
    buildGame(board);

    int alienCount = 0;
    for(int i = 0; i < BOARDROWSIZE;i++)
    {
        for(int j = 0; j < BOARDCOLUMNSIZE;j++)
        {
            char temp = board[i][j];
            wmove(field, i, j);
            waddch(field, temp);
            if(temp == ALIEN1 || temp == ALIEN2 || temp == ALIEN3)
                alienCount++;
//            mvwprintw(field, i, j, "%c", board[i][j]);
        }
    }
    numberOfAliens = alienCount;
    rawtime = time(NULL);
    alienGroup.waitTime = rawtime+8;
    // uncomment for cout
    // /*
    while(1)
    {
        getmaxyx(stdscr, new_y, new_x);

        if (new_y != parent_y || new_x != parent_x)
        {
            parent_x = new_x;
            parent_y = new_y;

            wresize(field, new_y - score_size, new_x);
            wresize(score, score_size, new_x);
            mvwin(score, new_y - score_size, 0);

            wclear(stdscr);
            wclear(field);
            wclear(score);

            drawBorders(score);
        }

//        board[20][18] = 'O';
        // draw to our windows
        for(int i = 0; i < BOARDROWSIZE;i++)
        {
            for(int j = 0; j < BOARDCOLUMNSIZE;j++)
            {
                char piece = board[i][j];
//                writeToFile("%c", piece);
                wmove(field, i, j);
                // check if our bullet should be seen
                if(board[i][j] == BULLET && player.bullet.enabled == true)
                    waddch(field, board[i][j]);
                // if it shouldnt be seen then we remove it
                else if(board[i][j] == BULLET && player.bullet.enabled == false)
                {
                    waddch(field, ' ');
                    board[i][j] = ' ';
                    wmove(field, i-1, j);
                    waddch(field, ' ');
                    board[i-1][j] = ' ';
                    wmove(field, i, j);
                }
                // print everything else
                else
                {
                    // color certain pieces
                    switch(piece)
                    {
                        //border
                        case '+':
                        case '-':
                        case '|':
                            waddch(field, piece | COLOR_PAIR(1));
                            break;
                        // barriers
                        case '/':
                        case '\\':
                        case '#':
                            waddch(field, piece | COLOR_PAIR(2));
                            break;
                        //player
                        case 'A':
                            waddch(field, piece | COLOR_PAIR(3));
                        default:
                            waddch(field, piece);
                    }
                }
            }
//            writeToFile("\n");
        }

        // Draw score board
        mvwprintw(score, 1, 2, "Score: ");
        mvwprintw(score, 1, 9, itoa(player.score, buffer, 10));
        mvwprintw(score, 1, 70, "Lives: ");
        mvwprintw(score, 1, 77, itoa(player.lives, buffer, 10));

        if(DEBUG == true)
        {
            string screensizex = itoa(new_x, buffer, 10);
            string screensizey = itoa(parent_y, buffer, 10);
            mvwprintw(score, 1, 30, "X: ");
            mvwprintw(score, 1, 34, screensizex.c_str());
            mvwprintw(score, 1, 40, "Y: ");
            mvwprintw(score, 1, 44, screensizey.c_str());
        }

        bool aliensMovement = true;
        aliensMovement = moveAliens(rawtime);
        alienShoot();
        if(player.bullet.enabled == true)
        {
            if(player.bullet.direction == 'U') // safety check
            {
                timerCheck = clock()-timer;
                if(timerCheck > 15)
                {
                    if(DEBUG == true)
                        writeToFile("Current: %i,%i | New: %i,%i\n", player.bullet.x, player.bullet.y, player.bullet.x-1, player.bullet.y);
                    char temp = board[player.bullet.x-1][player.bullet.y];
                    char temp2 = board[player.bullet.x-1][player.bullet.y+1];
                    switch(temp)
                    {
                        // all these will trigger the last case
                        case 'S':
                        case '@':
                        case '%':
                        case '&':
                        case '#':
                        case '/':
                        case '\\':
                        case '+': // most likely never reach here
                        case '|':
                            if(DEBUG == true)
                                writeToFile("Collision with [%c]\n", temp);
                            if(temp == ALIEN1)
                            {
                                player.score += 10;
                                numberOfAliens--;
                            }
                            else if(temp == ALIEN2)
                            {
                                player.score += 20;
                                numberOfAliens--;
                            }
                            else if(temp == ALIEN3)
                            {
                                player.score += 40;
                                numberOfAliens--;
                            }
                            else if(temp == BOSS)
                            {
                                player.score += 150;
                            }
                            temp = ' ';
                            temp2 = ' ';
                            player.bullet.enabled = false;
                            break;
                        case '-':
                            if(DEBUG == true)
                                writeToFile("Bullet hits wall\n");
                            player.bullet.enabled = false;
                            board[player.bullet.x][player.bullet.y] = ' ';
                            break;
                        default: // spaces and whatnot
                            if(DEBUG == true)
                                writeToFile("%i,%i = %c\n%i,%i\n",player.bullet.x,player.bullet.y-1,board[player.bullet.x][player.bullet.y],player.bullet.x,player.bullet.y);
                            board[player.bullet.x-1][player.bullet.y] = BULLET;
                            board[player.bullet.x][player.bullet.y] = ' ';
                            player.bullet.x = player.bullet.x-1;
                            break;
                    }
                    timer = clock();
                }
            }
        }
        for(int x = 1;x<5;x++)
        {
            timerCheck = clock()-timer;
            if(timerCheck > 50)
            {
                char temp = ' ';
                switch(x)
                {
                    case 1:
                        temp = board[alienGroup.alienBullet1.x+1][alienGroup.alienBullet1.y];
                        if(alienGroup.alienBullet1.enabled == true)
                        {
                            switch(temp)
                            {
                                case '/':
                                case '\\':
                                case '#':
                                    temp = ' ';
                                    alienGroup.alienBullet1.enabled = false;
                                    board[alienGroup.alienBullet1.x][alienGroup.alienBullet1.y] = ' ';
                                    alienGroup.missles--;
                                    break;
                                case 'A':
                                    player.lives--;
                                    board[player.x][player.y]= ' ';
                                    player.x = 14;
                                    player.y = parent_y - (score_size + 3);
                                    board[player.x][player.y] = PLAYER;
                                    alienGroup.missles--;
                                    break;
                                case '-':
                                    if(DEBUG == true)
                                        writeToFile("Bullet hits wall\n");
                                    alienGroup.alienBullet1.enabled = false;
                                    board[alienGroup.alienBullet1.x][alienGroup.alienBullet1.y] = ' ';
                                    alienGroup.missles--;
                                    break;
                                default:
                                    if(DEBUG == true)
                                        writeToFile("%i,%i = %c\n%i,%i\n",player.bullet.x,player.bullet.y-1,board[player.bullet.x][player.bullet.y],player.bullet.x,player.bullet.y);
                                    board[alienGroup.alienBullet1.x+1][alienGroup.alienBullet1.y] = ALIENBULLET;
                                    board[alienGroup.alienBullet1.x][alienGroup.alienBullet1.y] = ' ';
                                    alienGroup.alienBullet1.x = alienGroup.alienBullet1.x+1;
                                    break;
                            }
                            /*
                            if(temp == PLAYER)
                            {
                                player.lives--;
                                player.x = 14;
                                player.y = parent_y - (score_size + 3);
                                board[player.x][player.y] = PLAYER;
                                alienGroup.alienBullet1.enabled = false;
                                alienGroup.missles--;
                            }
                            else if(temp == BARRIERCORNER1 || temp == BARRIERCORNER2 || temp == BARRIERMAIN)
                            {
                                temp = ' ';
                                alienGroup.alienBullet1.enabled = false;
                                alienGroup.missles--;
                            }
                            else if(temp == '-')
                            {
                                alienGroup.alienBullet1.enabled = false;
                                alienGroup.missles--;
                            }
                            else
                            {
                                temp = BULLET;
                                board[alienGroup.alienBullet1.x][alienGroup.alienBullet1.y] = ' ';
                                alienGroup.alienBullet1.y += 1;
                            }*/
                        }
//                    case 2:

//                    case 3:

//                    case 4:
                    default:
                        break;
                }
            }
        }
        if(keyHit())
        {
            key = getch();
            keyChecker = keyCheck(key);
            if(keyChecker == true)
                break;
            // have code in CP
        }

        // refresh each window
        wrefresh(field);
        wrefresh(score);
        if(numberOfAliens == 0)
            break;
    }
    endwin();
    // */
    return true;
}
Beispiel #17
0
void Brainview::draw()
{
	column = 0;
	row = 0;

	if ( critterselection->selectedCritter == 0 )
	{
		active = false;
		currentCritter = 0;
	}

	if (active)
	{
		if ( critterselection->selectedCritter != currentCritter )
		{
			currentCritter = critterselection->selectedCritter;

			sensors.clear();
			int sverticalpos = 0;
			int constraintcount = 0;

			for ( unsigned int i=0; i < currentCritter->brain.numberOfInputs; i++ )
			{
				if ( currentCritter->brain.Inputs[i].id == 10000 )
				{
					sensor s; s.sPointer = &currentCritter->brain.Inputs[i];
					s.position = Vector2f(brainview->position.x, 10);
					sensors.push_back(s);
				}
				else if ( currentCritter->brain.Inputs[i].id == 10001 )
				{
				sverticalpos = 2;
					sensor s; s.sPointer = &currentCritter->brain.Inputs[i];
					s.position = Vector2f(brainview->position.x, 10+(spacing+v_diam)*sverticalpos);
					sensors.push_back(s);
				}
				else if ( currentCritter->brain.Inputs[i].id == 20000 )
				{
				sverticalpos = 4;
					sensor s; s.sPointer = &currentCritter->brain.Inputs[i];
					s.position = Vector2f(brainview->position.x, 10+(spacing+v_diam)*sverticalpos);
					sensors.push_back(s);
				}
				else if ( currentCritter->brain.Inputs[i].id >= 30000 && currentCritter->brain.Inputs[i].id < 40000 )
				{
				sverticalpos = 6;
					sensor s; s.sPointer = &currentCritter->brain.Inputs[i];
					s.position = Vector2f(brainview->position.x, 10+(spacing+v_diam)*sverticalpos +((spacing+v_diam)*(currentCritter->brain.Inputs[i].id-30000)));
					sensors.push_back(s);
				}
				else if ( currentCritter->brain.Inputs[i].id >= 40000 && currentCritter->brain.Inputs[i].id < 50000 )
				{
				sverticalpos = 17;
					sensor s; s.sPointer = &currentCritter->brain.Inputs[i];
					s.position = Vector2f(brainview->position.x, 10+(spacing+v_diam)*sverticalpos +((spacing+v_diam)*(currentCritter->brain.Inputs[i].id-40000)));
					sensors.push_back(s);
				}
				else if ( currentCritter->brain.Inputs[i].id < 10000 )
				{
				sverticalpos = 28;
					sensor s; s.sPointer = &currentCritter->brain.Inputs[i];
					s.position = Vector2f(brainview->position.x, 10+(spacing+v_diam)*sverticalpos +((spacing+v_diam)*(constraintcount)));
					sensors.push_back(s);
					constraintcount++;
				}
				else if ( currentCritter->brain.Inputs[i].id >= 50000 && currentCritter->brain.Inputs[i].id < 60000 )
				{
					int vinput = currentCritter->brain.Inputs[i].id-50000;
					int vcolmax = currentCritter->genotype->bodyArch->retinasize * 4;
					int row = vinput / vcolmax;
					int col = vinput - (row * vcolmax);
					row = currentCritter->genotype->bodyArch->retinasize - row - 1;

					sensor s; s.sPointer = &currentCritter->brain.Inputs[i];
					s.position = Vector2f(brainview->position.x+((spacing+v_diam)*col)+10, 10+((spacing+v_diam)*row));
					sensors.push_back(s);
				}
				else
				{
					cerr << "critterview: inputs don't add up" << endl;
					exit(0);
				}
			}

// 			for ( unsigned int i=0; i < currentCritter->brain.numberOfInputs; i++ )
// 			{
// 				sensor s;
// 				s.sPointer = &currentCritter->brain.Inputs[i];
// 				int woffset, hoffset;
// 				if ( s.sPointer->id == 10000 )
// 					woffset = 100; hoffset = 50;
// 				else
// 				{
// // 					woffset = v_radius+((spacing+v_diam)*column);
// // 					hoffset = v_radius+((spacing+v_diam)*row);
// 					woffset = 20; hoffset = 20;
// 				}
// 				s.position = Vector2f(woffset, hoffset);
// 				sensors.push_back(s);
// 
// 				if ( ++column == rowlength ) { column = 0; row++; }
// 			}

			row = (currentCritter->brain.numberOfInputs/rowlength) + 1;
			neurons.clear();
			for ( unsigned int i=0; i < currentCritter->brain.totalNeurons; i++ )
			{
				neuron n;
				n.nPointer = &currentCritter->brain.Neurons[i];
				int woffset = v_radius+((spacing+v_diam)*column);
				int hoffset = 30+v_radius+((spacing+v_diam)*row*3);
				n.position = Vector2f(woffset, hoffset);
				neurons.push_back(n);

				if ( ++column == rowlength ) { column = 0; row++; }
			}
		}

		drawBackground();
		drawBorders();
		// draw the rest
		drawChildren();

		// drift

			// neuron vs neuron
			unsigned int i, j, k, nrlinks;
			float xD, yD, dist, oneoverdistance, oneoverdistancesquared;
			ArchSynapse* as;
			
			// reset newpositions
			for ( i=0; i < neurons.size(); i++ )
			{
				neurons[i].newposition.x = 0;
				neurons[i].newposition.y = 0;
			}

// 			#pragma omp parallel for private(i, j, k, nrlinks, xD, yD, dist, oneoverdistancesquared, as)
			for ( i=0; i < neurons.size()-1; i++ )
				for ( j=i+1; j < neurons.size(); j++ )
				{
					// how many connections do they have underling
					nrlinks = 0;
					for ( k=0; k < currentCritter->genotype->brainzArch->ArchNeurons[i].ArchSynapses.size(); k++ )
					{
						as = &currentCritter->genotype->brainzArch->ArchNeurons[i].ArchSynapses[k];
						if ( !as->isSensorNeuron && as->neuronID == j )
							nrlinks++;
					}
					for ( k=0; k < currentCritter->genotype->brainzArch->ArchNeurons[j].ArchSynapses.size(); k++ )
					{
						as = &currentCritter->genotype->brainzArch->ArchNeurons[j].ArchSynapses[k];
						if ( !as->isSensorNeuron && as->neuronID == i )
							nrlinks++;
					}

					xD=neurons[j].position.x - neurons[i].position.x;
					yD=neurons[j].position.y - neurons[i].position.y;

					dist = sqrt((xD*xD)+(yD*yD));

					oneoverdistance = 1.0f/dist;
					oneoverdistancesquared = oneoverdistance * oneoverdistance;
// 					if ( oneoverdistancesquared < 0.00001f )
// 						oneoverdistancesquared = 0.00001f;
					if ( oneoverdistancesquared > 0.001f )
						oneoverdistancesquared = 0.001f;

					if ( nrlinks > 0 )
					{
						neurons[i].newposition.x += xD * oneoverdistancesquared * *attractor1 * nrlinks / 10.0f;
						neurons[i].newposition.y += yD * oneoverdistancesquared * *attractor1 * nrlinks / 10.0f;
						neurons[j].newposition.x -= xD * oneoverdistancesquared * *attractor1 * nrlinks / 10.0f;
						neurons[j].newposition.y -= yD * oneoverdistancesquared * *attractor1 * nrlinks / 10.0f;
					}
					// general antigravity
					neurons[i].newposition.x -= xD * oneoverdistancesquared * oneoverdistancesquared * *attractor3 * 100;
					neurons[i].newposition.y -= yD * oneoverdistancesquared * oneoverdistancesquared * *attractor3 * 100;
					neurons[j].newposition.x += xD * oneoverdistancesquared * oneoverdistancesquared * *attractor3 * 100;
					neurons[j].newposition.y += yD * oneoverdistancesquared * oneoverdistancesquared * *attractor3 * 100;
				}

			// neuron vs sensor
			for ( unsigned int i=0; i < neurons.size(); i++ )
				for ( unsigned int j=0; j < sensors.size(); j++ )
				{
					// how many connections do they have underling
					unsigned int nrlinks = 0;
					for ( unsigned int k=0; k < currentCritter->genotype->brainzArch->ArchNeurons[i].ArchSynapses.size(); k++ )
					{
						ArchSynapse* as = &currentCritter->genotype->brainzArch->ArchNeurons[i].ArchSynapses[k];
						if ( as->isSensorNeuron && as->realneuronID == j )
							nrlinks++;
					}
					xD=sensors[j].position.x - neurons[i].position.x;
					yD=sensors[j].position.y - neurons[i].position.y;
					dist = sqrt((xD*xD)+(yD*yD));
					oneoverdistancesquared = 1.0f/(dist*dist*dist);
/*					if ( oneoverdistancesquared > 1.0f )
						oneoverdistancesquared = 1.0f;*/
					if ( oneoverdistancesquared > 0.001f )
						oneoverdistancesquared = 0.001f;
					if ( nrlinks > 0 )
					{
						neurons[i].newposition.x += xD * oneoverdistancesquared * *attractor2 * nrlinks * 10.0f;
						neurons[i].newposition.y += yD * oneoverdistancesquared * *attractor2 * nrlinks * 10.0f;
					}
					// general antigravity
					neurons[i].newposition.x -= xD * oneoverdistancesquared * oneoverdistancesquared * *attractor4 * 100000;
					neurons[i].newposition.y -= yD * oneoverdistancesquared * oneoverdistancesquared * *attractor4 * 100000;
				}

			// apply newpositions & check boundaries
			for ( i=0; i < neurons.size(); i++ )
			{
				neurons[i].position.x += neurons[i].newposition.x;
				neurons[i].position.y += neurons[i].newposition.y;

				float miny = (v_radius*2)+((spacing+v_diam) * ((sensors.size()/rowlength)+1) );
				float leftborder = 20.0f;

				if ( neurons[i].position.x+v_radius > *brainview->v_widthP )
					neurons[i].position.x = *brainview->v_widthP-v_radius;
				if ( neurons[i].position.x < v_radius+leftborder )
					neurons[i].position.x = v_radius+leftborder;
				if ( neurons[i].position.y+v_radius > *brainview->v_heightP )
					neurons[i].position.y = *brainview->v_heightP-v_radius;
				if ( neurons[i].position.y < miny )
					neurons[i].position.y = miny;
			}

		// draw brain
			// connections
			glBegin(GL_LINES);
			float dimmed = 0.20f;
// 			glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
			for ( unsigned int i=0; i < neurons.size(); i++ )
			{
// 				if ( neurons[i].nPointer->output )
// 				{
// 					if ( neurons[i].nPointer->isMotor )
// 						glColor4f(0.0f, 0.0f, 0.5f, 1.0f);
// 					else if ( neurons[i].nPointer->isInhibitory )
// 						glColor4f(0.5f, 0.0f, 0.0f, 1.0f);
// 					else
// 						glColor4f(0.0f, 0.5f, 0.0f, 1.0f);
// 				}
// 				else
// 				{
// 					if ( neurons[i].nPointer->isMotor )
// 						glColor4f(0.0f, 0.0f, dimmed, 1.0f);
// 					else if ( neurons[i].nPointer->isInhibitory )
// 						glColor4f(dimmed, 0.0f, 0.0f, 1.0f);
// 					else
// 						glColor4f(0.0f, dimmed, 0.0f, 1.0f);
// 				}

					for ( unsigned int j=0; j < currentCritter->genotype->brainzArch->ArchNeurons[i].ArchSynapses.size(); j++ )
					{
						ArchSynapse* as = &currentCritter->genotype->brainzArch->ArchNeurons[i].ArchSynapses[j];
						if ( !as->isSensorNeuron && currentCritter->brain.Neurons[as->neuronID].output || as->isSensorNeuron && currentCritter->brain.Inputs[as->realneuronID].output )
						{
							if ( as->isSensorNeuron )
								glColor4f(0.0f, dimmed, 0.0f, 1.0f);
							else if ( !neurons[as->neuronID].nPointer->isInhibitory )
								glColor4f(0.0f, dimmed, 0.0f, 1.0f);
							else
								glColor4f(dimmed, 0.0f, 0.0f, 1.0f);

							glVertex2f(neurons[i].position.x+brainview->absPosition.x,         neurons[i].position.y+brainview->absPosition.y);
							if ( as->isSensorNeuron )
							{
								glVertex2f(brainview->absPosition.x+sensors[as->realneuronID].position.x,         brainview->absPosition.y+sensors[as->realneuronID].position.y);
							}
							else
							{
								glVertex2f(brainview->absPosition.x+neurons[as->neuronID].position.x,         brainview->absPosition.y+neurons[as->neuronID].position.y);
							}
						}
					}
// 				}
			}
			glEnd();

			glBegin(GL_QUADS);

			// inputs
			for ( unsigned int i=0; i < sensors.size(); i++ )
			{
				if ( sensors[i].sPointer->output )
					glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
				else
					glColor4f(0.0f, dimmed, 0.0f, 1.0f);

// 				glScaled(sensors[i].sPointer->output, sensors[i].sPointer->output, sensors[i].sPointer->output);
// 				cerr << sensors[i].sPointer->output <<  endl;

// 				float nv_radius = sensors[i].sPointer->output * v_radius;
				float nv_radius = v_radius;

				glVertex2f(sensors[i].position.x+brainview->absPosition.x-nv_radius, sensors[i].position.y+brainview->absPosition.y+nv_radius);
				glVertex2f(sensors[i].position.x+brainview->absPosition.x-nv_radius, sensors[i].position.y+brainview->absPosition.y-nv_radius);
				glVertex2f(sensors[i].position.x+brainview->absPosition.x+nv_radius, sensors[i].position.y+brainview->absPosition.y-nv_radius);
				glVertex2f(sensors[i].position.x+brainview->absPosition.x+nv_radius, sensors[i].position.y+brainview->absPosition.y+nv_radius);
			}

			// neurons
			for ( unsigned int i=0; i < neurons.size(); i++ )
			{
// 				if ( neurons[i].nPointer->output )
// 				{
					if ( neurons[i].nPointer->isMotor )
						glColor4f(0.3f, 0.3f, 1.0f, 1.0f);
					else if ( neurons[i].nPointer->isInhibitory )
						glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
					else
						glColor4f(0.0f, 1.0f, 0.0f, 1.0f);

				float nv_radius = abs(neurons[i].nPointer->potential * (v_diam / *brain_maxfiringthreshold));
				// show minimum
				if ( nv_radius < 0.5f )
					nv_radius = 0.5f;
				glVertex2f(neurons[i].position.x+brainview->absPosition.x-nv_radius, neurons[i].position.y+brainview->absPosition.y+nv_radius);
				glVertex2f(neurons[i].position.x+brainview->absPosition.x-nv_radius, neurons[i].position.y+brainview->absPosition.y-nv_radius);
				glVertex2f(neurons[i].position.x+brainview->absPosition.x+nv_radius, neurons[i].position.y+brainview->absPosition.y-nv_radius);
				glVertex2f(neurons[i].position.x+brainview->absPosition.x+nv_radius, neurons[i].position.y+brainview->absPosition.y+nv_radius);
			}

			glEnd();

	}
}
Beispiel #18
0
void Infostats::draw()
{
	if (active)
	{
// 		updateAbsPosition();
		drawBackground();
		drawBorders();

		unsigned int colWidth = (position.x+v_width-position.x) / 4;
		unsigned int col1 = position.x + colWidth;
		unsigned int col2 = col1 + colWidth;
		unsigned int col3 = col2 + colWidth;
		unsigned int col4 = col3 + colWidth;

		float linespacer = 0.0f;

		glColor3f(0.7f, 0.7f, 0.7f);
		glBegin(GL_LINES);
 			glVertex2f(col2, position.y + linespacer);
 			glVertex2f(col2, (position.y+v_height) - linespacer);
		glEnd();


		glColor3f(1.0f, 1.0f, 1.0f);
// 		glEnable(GL_TEXTURE_2D);

		// row counter
		unsigned int rc=1;

// 		statsSnapshot* ss = &statsBuffer->snapshots[statsBuffer->snapshots.size()-1];

		// HEADING

	// COLUMN 1
		Textprinter::Instance()->print(position.x+hsp,	position.y+vsp*rc,	"brain");

		rc++;
		Textprinter::Instance()->print(position.x+hsp,	position.y+vsp*rc,	"avg neurons:");
		if ( statsBuffer->current.critters > 0 )
			Textprinter::Instance()->printR(col2-hsp,	position.y+vsp*rc,	"%1.2f", (float)statsBuffer->current.neurons / statsBuffer->current.critters);
		else
			Textprinter::Instance()->printR(col2-hsp,	position.y+vsp*rc,	"%1.2f", 0.0f);

		rc++;
		Textprinter::Instance()->print(position.x+hsp,	position.y+vsp*rc,	"avg synapses:");
		if ( statsBuffer->current.critters > 0 )
			Textprinter::Instance()->printR(col2-hsp,	position.y+vsp*rc,	"%1.2f", (float)statsBuffer->current.synapses / statsBuffer->current.critters);
		else
			Textprinter::Instance()->printR(col2-hsp,	position.y+vsp*rc,	"%1.2f", 0.0f);

		rc++;
		Textprinter::Instance()->print(position.x+hsp,	position.y+vsp*rc,	"avg synapses/neuron:");
		if ( statsBuffer->current.neurons > 0 )
			Textprinter::Instance()->printR(col2-hsp,	position.y+vsp*rc,	"%1.2f", (float)statsBuffer->current.synapses / statsBuffer->current.neurons);
		else
			Textprinter::Instance()->printR(col2-hsp,	position.y+vsp*rc,	"%1.2f", 0.0f);

		rc++;
		Textprinter::Instance()->print(position.x+hsp,	position.y+vsp*rc,	"avg adam distance:");
		if ( statsBuffer->current.critters > 0 )
			Textprinter::Instance()->printR(col2-hsp,	position.y+vsp*rc,	"%1.2f", (float)statsBuffer->current.adamdistance / statsBuffer->current.critters);
		else
			Textprinter::Instance()->printR(col2-hsp,	position.y+vsp*rc,	"%1.2f", 0.0f);

	// COLUMN 2
		rc = 1;
		
		Textprinter::Instance()->print(col2+hsp,	position.y+vsp*rc,	"body");

		rc++;
		Textprinter::Instance()->print(col2+hsp,	position.y+vsp*rc,	"avg body parts:");
		if ( statsBuffer->current.critters > 0 )
			Textprinter::Instance()->printR(col4-hsp,	position.y+vsp*rc,	"%1.2f", (float)statsBuffer->current.bodyparts / statsBuffer->current.critters);
		else
			Textprinter::Instance()->printR(col4-hsp,	position.y+vsp*rc,	"%1.2f", 0.0f);

		rc++;
		Textprinter::Instance()->print(col2+hsp,	position.y+vsp*rc,	"avg weight:");
		if ( statsBuffer->current.critters > 0 )
			Textprinter::Instance()->printR(col4-hsp,	position.y+vsp*rc,	"%1.2f", (float)statsBuffer->current.weight / statsBuffer->current.critters);
		else
			Textprinter::Instance()->printR(col4-hsp,	position.y+vsp*rc,	"%1.2f", 0.0f);


// 		glDisable(GL_TEXTURE_2D);
	}
}
Beispiel #19
0
int main (int argc, char *argv[])
{    
    srand ( time(NULL) );
    
    sound.LoadSound("blockHit","hit.wav");
    sound.LoadSound("horizontal","horizon2.wav");
    sound.LoadSound("rotate","rotate.wav");
    
    loadHighscore(&hscore);
    
    resetGame();
    
    while (keyboard.Quit == false)
    {   
          if(keyboard.r){

                       keyboard.Clear();
                       resetGame();
        }
        
        if(keyboard.p){

                       SDL_Delay(100);
                       keyboard.Poll();
                       keyboard.Clear();
                       while(!keyboard.p){
                            keyboard.Poll(); 
                            display.Clear();
                            drawBorders();
                            sprintf(TEXT,"Game is paused.");
                            display.DrawString(TEXT,  0, (HEIGHT/2)*BLOCKPIXSIZE,0,0x00FF00);
                            display.Render();
                            SDL_Delay(50);
                       }
        }
        int speed = 0;
        speed = score/2400;
        if(speed > 40){speed = 40;}
        
        if(!(cycle% (60-speed)) || keyboard.Down){fallBlock(); HorizontalStrip(); if(keyboard.Down)keyboard.Clear(); }
        
        keyboard.Poll();
        if(keyboard.Left && InvasiveCheckPass(blockx-1,blocky,blockt,blockr)){ --blockx; keyboard.Clear();}
        if(keyboard.Right && InvasiveCheckPass(blockx+1,blocky,blockt,blockr)){++blockx; keyboard.Clear();}
        
        if(keyboard.Up && InvasiveCheckPass(blockx,blocky,blockt,blockr+1)){ 
             blockr = (++blockr > 3) ? 0 : blockr; updateBlockBoundaries();
             sound.PlaySound("rotate",80,0);
             keyboard.Clear();
             
        }
        
        if(keyboard.Space){
            while(InvasiveCheckPass(blockx,blocky+1,blockt,blockr)){fallBlock(); HorizontalStrip();}
            gridLockBlock();
            keyboard.Clear();
            SDL_Delay(80);
        }
    
        
        blockx = (blockx< -minxcord) ? -minxcord : ((blockx > (WIDTH-1)-maxxcord) ? (WIDTH-1)-maxxcord : blockx);
        
        
        render(); 
        
        char TXT[128];
        if(speed > 30){sprintf(TXT,"EXTREME PENTRIX: %i",hscore);}
        else{sprintf(TXT,"Pentrix Highscore: %i",hscore);}
        display.Caption(TXT);
        
        
        SDL_Delay (4); cycle = (++cycle > 239) ? 1 : cycle;
    }

    return 0;
}
Beispiel #20
0
    void Slider::draw(sf::RenderTarget& target, sf::RenderStates states) const
    {
        states.transform.translate(getPosition());

        // Draw the borders around the track
        if (m_bordersCached != Borders{0})
        {
            if (m_mouseHover && m_borderColorHoverCached.isSet())
                drawBorders(target, states, m_bordersCached, getSize(), m_borderColorHoverCached);
            else
                drawBorders(target, states, m_bordersCached, getSize(), m_borderColorCached);

            states.transform.translate({m_bordersCached.getLeft(), m_bordersCached.getTop()});
        }

        // Draw the track
        if (m_spriteTrack.isSet() && m_spriteThumb.isSet())
        {
            if (m_mouseHover && m_spriteTrackHover.isSet())
                m_spriteTrackHover.draw(target, states);
            else
                m_spriteTrack.draw(target, states);
        }
        else // There are no textures
        {
            if (m_mouseHover && m_trackColorHoverCached.isSet())
                drawRectangleShape(target, states, getInnerSize(), m_trackColorHoverCached);
            else
                drawRectangleShape(target, states, getInnerSize(), m_trackColorCached);
        }

        states.transform.translate({-m_bordersCached.getLeft() + m_thumb.left, -m_bordersCached.getTop() + m_thumb.top});

        // Draw the borders around the thumb
        if (m_bordersCached != Borders{0})
        {
            if (m_mouseHover && m_borderColorHoverCached.isSet())
                drawBorders(target, states, m_bordersCached, {m_thumb.width, m_thumb.height}, m_borderColorHoverCached);
            else
                drawBorders(target, states, m_bordersCached, {m_thumb.width, m_thumb.height}, m_borderColorCached);

            states.transform.translate({m_bordersCached.getLeft(), m_bordersCached.getTop()});
        }

        // Draw the thumb
        if (m_spriteTrack.isSet() && m_spriteThumb.isSet())
        {
            if (m_mouseHover && m_spriteThumbHover.isSet())
                m_spriteThumbHover.draw(target, states);
            else
                m_spriteThumb.draw(target, states);
        }
        else // There are no textures
        {
            const sf::Vector2f thumbInnerSize = {m_thumb.width - m_bordersCached.getLeft() - m_bordersCached.getRight(),
                                                 m_thumb.height - m_bordersCached.getTop() - m_bordersCached.getBottom()};

            if (m_mouseHover && m_thumbColorHoverCached.isSet())
                drawRectangleShape(target, states, thumbInnerSize, m_thumbColorHoverCached);
            else
                drawRectangleShape(target, states, thumbInnerSize, m_thumbColorCached);
        }
    }