GameLearn::GameLearn(sf::RenderWindow & w) : Game(w), model(1000,150.f)
{
    model.setTexture(*TextureManagerGlobal::getTexture("ressources/img_ship/ship6.png"),true);
    model.setPosition(window.getSize().x/2.f,100.f);
    model.addWeapon(new Generator1(&bullet));
    makePlayer();
}
Beispiel #2
0
Player::Player( SceneManager* mSceneMgr, Camera * cam, PhysicsWorld* mPhysicsWorld )
{
	this->mSceneMgr			= mSceneMgr;
	this->mPhysicsWorld		= mPhysicsWorld;
	this->mCamera			= cam;

	mPlayerShape = new PlayerPhysics( 300 );

	mMoveSpeed			= 90000.0f;
	mTranslateVector	= Ogre::Vector3::ZERO;

	mPlayerNode			= mSceneMgr->getRootSceneNode()->createChildSceneNode("playerNode");
	mYawNode			= mPlayerNode->createChildSceneNode("YawNode");
	mPitchNode			= mYawNode->createChildSceneNode("PitchNode");
	mRollNode			= mPitchNode->createChildSceneNode("RollNode");

	mCamera->setPosition(Vector3(-14, 4, 55));

	mPlayerNode->setPosition(mCamera->getPosition());
	mPlayerNode->setOrientation(mCamera->getOrientation());

	makePlayer();

	mHealth = 100;
	numOfBullet = 30;
	mMissileTimer.reset();
	mJumpTimer.reset();
	mAir = false;

	mFireFlash = new FireFlash(mSceneMgr);
	setupAnimations();

	effectChannel[0] = INVALID_SOUND_CHANNEL;
	effectChannel[1] = INVALID_SOUND_CHANNEL;

	soundMgr	= new SoundManager();
	soundMgr->Initialize();

	fireEffect = soundMgr->CreateSound(String("FIRE.wav"));
	reloadEffect = soundMgr->CreateSound(String("RELOAD.mp3"));

	channel[0] = soundMgr->GetSoundChannel(effectChannel[0]);
	channel[1] = soundMgr->GetSoundChannel(effectChannel[1]);

	mNegativeYRayhit = new Rayhit();
	mNegativeYRayhit->node = mPlayerNode;
	mNegativeYRayhit->squaredDistance = 0.0;

	mNegativeZRayhit = new Rayhit();	
	mNegativeZRayhit->node = mPlayerNode;
	mNegativeZRayhit->squaredDistance = 0.0;
}
Beispiel #3
0
//!
//! decide wich layout should be created
//!
void MEIntSliderPort::makeLayout(layoutType type, QWidget *w)
{

#ifdef YAC
    if (appearanceType == A_STEPPER && type == CONTROL)
#else
    if (appearanceType == STEPPER && type == CONTROL)
#endif
        makePlayer(type, w, QString::number(m_value));

    else if (type == CONTROL)
        makeControlLine(type, w, QString::number(m_value));

    else if (type == MODULE)
    {
        QStringList buffer;
        buffer << QString::number(m_min) << QString::number(m_max) << QString::number(m_value) << QString::number(m_step);
        makeModuleLine(type, w, buffer);
    }
}
Beispiel #4
0
int main(void) {
	/* Related object data */
	system_t* system;
	player_t* player1;
	player_t* player2;

	alt_timestamp_start();
	int start_time = alt_timestamp();
	int wind;
	int restart = 0;
	/* initialize all hardware dev */
	system = system_init(VIDEO_PIXEL_BUFFER_DMA_NAME,
			"/dev/video_character_buffer_with_dma_0",
			ALTERA_UP_SD_CARD_AVALON_INTERFACE_0_NAME, PS2_0_NAME);
	if (!alt_up_sd_card_is_Present()) {
		printf("SD card not present\n");
		return -2;
	} else {
		printf("SD card detected.\n");
	}
	if (!alt_up_sd_card_is_FAT16()) {
		printf("SD card is not FAT16.\n");
		return -3;
	} else {
		printf("SD card is FAT 16.\n");
	}
	fireSound = initSoundbank("shotgun.wav");
	explosionSound = initSoundbank("big_bomb.wav");
	printf("Done Initializing\n");
	int end_time = alt_timestamp();
	srand(end_time - start_time);
	clearScreen(system);
	printf("Press enter to start game");
	restartGame(system);
	while (restart == 1) {
	/* initialize required objects */
	player1 = makePlayer(1, "Lomash");
	player2 = makePlayer(2, "TJ");

	/*
	 * Draw the screen for the first time.
	 */
	store_background_data();
	draw_background(system);
	drawPlayers(system);
	draw_ground(system);
	draw_windbox(system);
	draw_player1GUI(system);
	draw_player2GUI(system);
	update_wind(system, wind);
	draw_health(player1, system);
	draw_health(player2, system);
	update_power(player1, system);
	update_power(player2, system);
	usleep(2000000); // sleep to wait for video buffer to load
	while (TRUE) {

	printf(
	 "\n\n\n\n===========================================================\n");
	 printf("Player 1 Health = %d \t\t Player 2 Health = %d\n",
	 player1->health, player2->health);
	 wind = rand() % 11 - 5;
	 draw_windbox(system);
	 update_wind(system, wind);


//	 Player 1's turn

	 player_1_jump(system);
	 player_1_jump(system);
	 printf("Getting Player 1 Power.\n");
	 getKeyboardInput(1, player1, system); // Power
	 skipOneEnter(system);
	 printf("Getting Player 1 Angle.\n");
	 getKeyboardInput(2, player1, system); // Angle

//	 Player 1 Animation
	 printf("Starting animation\n");
	 clear_angle_drawer(system);
	 animate_cannon1(system);
	 playSound(fireSound, system->audio);
	 switch (animateShooting(system, player1, wind)) { // different value for result
	 case 1: {
	 update_health(player2, system, -DAMAGE);
	 printf(
	 "Player 1 hit player 2.\n Remaining Health for Player 2: %d\n",
	 player2->health);
	 break;
	 }
	 case 2: {
	 update_health(player1, system, -DAMAGE);
	 printf(
	 "Player 1 hit player 1.\n Remaining Health for Player 1: %d\n",
	 player1->health);
	 break;
	 }
	 default: {
	 break;
	 }
	 }
	 printf("Ended animation\n");

//	 Post-animation Calculation
	 if (player1->health <= 0 || player2->health <= 0) {
	 break;
	 }


//	 Player 2's turn


	 wind = rand() % 11 - 5;
	 draw_windbox(system);
	 update_wind(system, wind);
	 player_2_jump(system);
	 player_2_jump(system);
	 printf("Getting Player 2 Velocity.\n");
	 getKeyboardInput(1, player2, system);
//	 Player 2 Angle-Selection
	 skipOneEnter(system);
	 printf("Getting Player 2 Angle.\n");
	 getKeyboardInput(2, player2, system);

//	 Player 2 Animation
	 printf("Starting animation\n");
	 clear_angle_drawer(system);
	 animate_cannon2(system);
	 playSound(fireSound, system->audio);
//	 Post-animation Calculation
	 switch (animateShooting(system, player2, wind)) { // different value for result
	 case 1: {
	 update_health(player1, system, -DAMAGE);
	 printf(
	 "Player 2 hit player 1.\n Remaining Health for Player 1: %d\n",
	 player1->health);
	 break;
	 }
	 case 2: {
	 update_health(player2, system, -DAMAGE);
	 printf(
	 "Player 2 hit player 2.\n Remaining Health for Player 2: %d\n",
	 player2->health);
	 break;
	 }
	 default: {
	 break;
	 }
	 }

	 if (player1->health <= 0 || player2->health <= 0) {
	 break;
	 }
	};
	/*
	 * Find out who won.
	 */
		if (player1->health <= 0) {
			printf("Player 2 Wins!!! \n");
			draw_P2WIN(system);
		} else if (player2->health <= 0) {
			printf("Player 1 Wins!!!\n");
			draw_P1WIN(system);
		} else {
			printf("we shouldn't be here.\n");
		}
		restart = restartGame(system);
	}
	return 0; // FIN
}
Beispiel #5
0
int main(int argc, char *argv[])
{
	/* initialize SDL and its subsystems */
	if (SDL_Init(SDL_INIT_EVERYTHING) == -1) die();
	if (TTF_Init() == -1) die();

	/* set the height and width of the main window, as well as the number
	   of bits per pixel; this needs to be done prior to initializing the 
	   main window (*screen, below) */
	initWindowAttributes();

	/* the frame buffer */
	SDL_Surface *screen = SDL_SetVideoMode(W_WIDTH, W_HEIGHT,
			W_COLOR_DEPTH, SDL_HWSURFACE|SDL_FULLSCREEN);
	if (!screen) die();

	/* hide the mouse cursor */
	SDL_ShowCursor(SDL_DISABLE);

	/* the background color of the screen */
	const Uint32 clearColor = CLEAR_COLOR(screen->format);
	clearScreen(screen, clearColor);

	/* clearColor as an SDL_Color, for use with TTF */
	Uint8 r, g, b;
	SDL_GetRGB(clearColor, screen->format, &r, &g, &b);
	SDL_Color bgColor = { r: r, g: g, b: b };

	/* the score font */
	TTF_Font *font = TTF_OpenFont("resources/VeraMono.ttf", FONT_SIZE);
	if (!font) die();
	SDL_Color fontColor = FONT_COLOR;

	/* the score text; we'll allow three digits plus the terminating '\0' */
	char *lScoreStr = malloc(sizeof(char) * 4);
	char *rScoreStr = malloc(sizeof(char) * 4);
	if (!lScoreStr || !rScoreStr) die();
	SDL_Surface *lScore = NULL, *rScore = NULL;
	SDL_Rect lScorePos = { x: C_X+FONT_SIZE, y: C_HEIGHT/5,
		w: F_WIDTH, h: F_HEIGHT };
	SDL_Rect rScorePos = { x: (C_X+C_WIDTH)-3*FONT_SIZE, y: C_HEIGHT/5,
		w: F_WIDTH, h: F_HEIGHT };

	/* set up the playing court */
	Court *court = makeCourt(screen);
	if (!court) die();

	/* set up the players and their paddles */
	Player *lPlayer = makePlayer(screen);
	Player *rPlayer = makePlayer(screen);
	if (!lPlayer || !rPlayer) die();
	rPlayer->paddle.rect.x = C_X + C_WIDTH - P_WIDTH;

	/* add the ball */
	Ball *ball = makeBall(screen);
	if (!ball) die();

	/* because SDL_KEY(UP|DOWN) occurs only once, not continuously while
	   the key is pressed, we need to keep track of whether a key is
	   (still) pressed */
	bool lPlayerShouldMoveUp = false, lPlayerShouldMoveDown = false,
	     rPlayerShouldMoveUp = false, rPlayerShouldMoveDown = false;

	Uint32 startTime;	/* denotes the beginning of each iteration
				   of the main event loop */
	bool running = true;	/* true till the application should exit */
	while (running) {
		startTime = SDL_GetTicks();

		/* clear the previous frame's paddles and ball */
		SDL_FillRect(screen, &lPlayer->paddle.rect, clearColor);
		SDL_FillRect(screen, &rPlayer->paddle.rect, clearColor);
		SDL_FillRect(screen, &ball->rect, clearColor);

		/* clear the previous frame's score */
		SDL_FillRect(screen, &lScorePos, clearColor);
		SDL_FillRect(screen, &rScorePos, clearColor);

		/* redraw the walls in case they were clipped by the ball
		   in a previous frame */
		SDL_FillRect(screen, &court->upperWall, court->color);
		SDL_FillRect(screen, &court->lowerWall, court->color);

		/* get the current state of the players' controls */
		readPlayerInput(&running,
				&lPlayerShouldMoveUp, &lPlayerShouldMoveDown,
				&rPlayerShouldMoveUp, &rPlayerShouldMoveDown);

		/* save the current position of the paddles */
		lPlayer->paddle.prevY = lPlayer->paddle.rect.y;
		rPlayer->paddle.prevY = rPlayer->paddle.rect.y;

		/* move the paddles if appropriate */
		if (lPlayerShouldMoveUp)
			movePaddle(court, &lPlayer->paddle, UP);
		else if (lPlayerShouldMoveDown)
			movePaddle(court, &lPlayer->paddle, DOWN);
		if (rPlayerShouldMoveUp)
			movePaddle(court, &rPlayer->paddle, UP);
		else if (rPlayerShouldMoveDown)
			movePaddle(court, &rPlayer->paddle, DOWN);

		/* move the ball */
		moveBall(court, ball, lPlayer, rPlayer);

		/* update the score */
		updateScore(ball, lPlayer, rPlayer);

		/* update the on-screen score */
		if (lScore) SDL_FreeSurface(lScore);
		snprintf(lScoreStr, 4, "%2d", lPlayer->points);
		lScore = TTF_RenderText_Shaded(font, lScoreStr, fontColor,
				bgColor);
		if (rScore) SDL_FreeSurface(rScore);
		snprintf(rScoreStr, 4, "%2d", rPlayer->points);
		rScore = TTF_RenderText_Shaded(font, rScoreStr, fontColor,
				bgColor);

		/* draw the score */
		SDL_BlitSurface(lScore, NULL, screen, &lScorePos);
		SDL_BlitSurface(rScore, NULL, screen, &rScorePos);

		/* draw the paddles */
		SDL_FillRect(screen, &lPlayer->paddle.rect,
				lPlayer->paddle.color);
		SDL_FillRect(screen, &rPlayer->paddle.rect,
				rPlayer->paddle.color);

		/* draw the ball */
		SDL_FillRect(screen, &ball->rect, ball->color);

		/* render frame to screen */
		SDL_Flip(screen);

		/* keep a steady frame rate */
		Uint8 elapsedTime = SDL_GetTicks() - startTime;
		if (elapsedTime < FRAME_DURATION)
			SDL_Delay(FRAME_DURATION - elapsedTime);
	}

	/* free resources */
	free(lScoreStr);
	free(rScoreStr);
	free(court);
	free(lPlayer);
	free(rPlayer);
	free(ball);

	TTF_CloseFont(font);
	TTF_Quit();
	SDL_FreeSurface(lScore);
	SDL_FreeSurface(rScore);
	SDL_Quit();

	return EXIT_SUCCESS;
}
Beispiel #6
0
int main()
{
    // Create the main rendering window
    App.Create(sf::VideoMode(640,480,32), "SFML Graphics");
	UIState uistate;
	uistate.renderer = &App;

	InitEntities();
	PhysicsSub physSub(&App, &entitysystem); 
	RenderingSystem renderSys(&App, &entitysystem);
	ControllerSystem controller(&App, &entitysystem);
	ProjectileSystem projSys(&App, &entitysystem);

	bool inventory = false;
	int invX; 
	int invY;

	std::vector<Entity*> players; 
	entitysystem.getEntities<CompPlayer>(players);
	Entity* player = players[0];

    // Start game loop
	while (App.IsOpen())
    {
        // Process events
        sf::Event Event;
		while (App.PollEvent(Event))
        {
			uistate.uiEvents(Event);
            // Close window : exit
            if (Event.Type == sf::Event::Closed)
                App.Close();
			if(Event.Type == sf::Event::MouseButtonPressed && Event.MouseButton.Button == sf::Mouse::Right)
			{
				inventory = !inventory;
				if(inventory)
					invX = sf::Mouse::GetPosition(App).x;
					invY = sf::Mouse::GetPosition(App).y; 
			}
			if(Event.Type == sf::Event::MouseButtonPressed && Event.MouseButton.Button == sf::Mouse::Left)
				makeProjectile();
		}

		controller.Tick(Clock.GetElapsedTime().AsSeconds());
		physSub.Tick(Clock.GetElapsedTime().AsSeconds());
		projSys.Tick(Clock.GetElapsedTime().AsSeconds());

        // Clear the screen with red color
		App.Clear(sf::Color::Black);

		uistate.imgui_prepare();
		if(widget::button(uistate, GEN_ID, sf::Vector2f(100, 30), sf::Vector2f(520, 10), "button", 24))
			entitysystem.deleteEntity(player);
		if(inventory)
			if(widget::button(uistate, GEN_ID, sf::Vector2f(100, 30), sf::Vector2f(invX, invY), "inventory", 20))
				player = makePlayer();

		uistate.imgui_finish();

		renderSys.Tick(Clock.GetElapsedTime().AsSeconds());

        // Display window contents on screen
        App.Display();

		Clock.Restart();
    }

    return EXIT_SUCCESS;
}
Beispiel #7
0
void InitEntities()
{
	Entity* ply = makePlayer();
}