Beispiel #1
0
void drawSprite(Sprite &spr, RenderTarget &target) {
	RectangleShape shape;
	Texture &sftexture = const_cast<Texture&>(*spr.getTexture());
	FloatRect r = spr.getLocalBounds();
	shape.setSize(Vector2f(r.width, r.height));
	shape.setOrigin(spr.getOrigin());
	shape.setRotation(spr.getRotation());
	shape.setPosition(spr.getPosition());
	shape.setScale(spr.getScale());
	shape.setTexture(spr.getTexture());
	shape.setFillColor(spr.getColor());
	sftexture.setRepeated(false);
	target.draw(shape);
	sftexture.setRepeated(true);
}
	void update(float time, int number_block)
	{
		if (step == MOVE_DOWN)
			step_one(rectangle, time, pos.y, step);
		else if (step == MOVE_RIGHT_AND_UP)
			step_two(rectangle, time, pos.x, pos.y, step, number_block, rotation);
		else if (step == MOVE_RIGHT_AND_TURN)
			step_three(rectangle, time, number_block, pos.x, pos.y, step);
		else if (step == MOVE_DOWN_AND_CHANGE_SCALE)
			step_four(rectangle, time, number_block, pos.x, pos.y, step, size_y);
		else if (step == MOVE_LEFT)
			step_five(rectangle, time, number_block, pos.x, pos.y, step, size_y);
		rectangle.setScale(size_x, size_y);
		rectangle.setRotation(rotation);
		rectangle.setPosition(pos.x, pos.y);
	};
Beispiel #3
0
// draws health bars, buff icons, main background
void drawGameWindow(RenderWindow& window, Player& human, Player& computer) {

	Sprite background;
	background.setTexture(backgroundTexture);
	window.draw(background);

	RectangleShape humanHealth;			// used to cover up buffs
	RectangleShape computerHealth;		// that aren't in effect
	RectangleShape humanResources;
	RectangleShape computerResources;
	RectangleShape iconCovers[8];

	for (int i = 0; i < 8; i++) {
		iconCovers[i].setFillColor(Color(0, 0, 0, 191));
		iconCovers[i].setSize(Vector2f(91, 27));
	}

	iconCovers[0].setPosition(Vector2f(3, 328));
	iconCovers[1].setPosition(Vector2f(3, 372));
	iconCovers[2].setPosition(Vector2f(3, 416));
	iconCovers[3].setPosition(Vector2f(3, 460));
	iconCovers[4].setPosition(Vector2f(705, 328));
	iconCovers[5].setPosition(Vector2f(705, 372));
	iconCovers[6].setPosition(Vector2f(705, 416));
	iconCovers[7].setPosition(Vector2f(705, 460));

	humanHealth.setSize(Vector2f(386, 45));
	humanHealth.setPosition(Vector2f(13, 13));
	humanHealth.setFillColor(Color::Black);
	humanHealth.setScale(Vector2f(1 - float(human.currentHealth) / human.totalHealth, 1));

	computerHealth.setOrigin(Vector2f(386, 0));
	computerHealth.setSize(Vector2f(386, 45));
	computerHealth.setPosition(Vector2f(787, 13));
	computerHealth.setFillColor(Color::Black);
	computerHealth.setScale(Vector2f(1 - float(computer.currentHealth) / computer.totalHealth, 1));

	humanResources.setSize(Vector2f(199, 32));
	humanResources.setPosition(Vector2f(200, 86));
	humanResources.setFillColor(Color::Black);
	humanResources.setScale(Vector2f(1 - float(human.currentResources) / human.totalResources, 1));

	computerResources.setOrigin(Vector2f(199, 0));
	computerResources.setSize(Vector2f(199, 32));
	computerResources.setPosition(Vector2f(600, 86));
	computerResources.setFillColor(Color::Black);
	computerResources.setScale(Vector2f(1 - float(computer.currentResources) / computer.totalResources, 1));

	if (human.shield.empty()) window.draw(iconCovers[0]);
	if (human.stun.empty()) window.draw(iconCovers[1]);
	if (human.damageBuff.empty()) window.draw(iconCovers[2]);
	if (human.damageDebuff.empty()) window.draw(iconCovers[3]);
	if (computer.shield.empty()) window.draw(iconCovers[4]);
	if (computer.stun.empty()) window.draw(iconCovers[5]);
	if (computer.damageBuff.empty()) window.draw(iconCovers[6]);
	if (computer.damageDebuff.empty()) window.draw(iconCovers[7]);

	window.draw(humanResources);
	window.draw(computerResources);
	window.draw(humanHealth);
	window.draw(computerHealth);
}