void doMouseMove(){
    if (rect1.getGlobalBounds().contains(sf::Mouse::getPosition(window).x, sf::Mouse::getPosition(window).y)){
        if (!sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) rect1.setFillColor(sf::Color(100,100,100));
    } else {
        rect1.setFillColor(sf::Color(200,200,200));
    }

    if (rect2.getGlobalBounds().contains(sf::Mouse::getPosition(window).x, sf::Mouse::getPosition(window).y)){
        if (!sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) rect2.setFillColor(sf::Color(100,100,100));
    } else {
        rect2.setFillColor(sf::Color(200,200,200));
    }

    if (rect3.getGlobalBounds().contains(sf::Mouse::getPosition(window).x, sf::Mouse::getPosition(window).y)){
        if (!sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) rect3.setFillColor(sf::Color(100,100,100));
    } else {
        rect3.setFillColor(sf::Color(200,200,200));
    }

    if (rect4.getGlobalBounds().contains(sf::Mouse::getPosition(window).x, sf::Mouse::getPosition(window).y)){
        if (!sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) rect4.setFillColor(sf::Color(100,100,100));
    } else {
        rect4.setFillColor(sf::Color(200,200,200));
    }
}
Beispiel #2
0
    void init() {
        this->restart();
        // RectangleShapes
        sf::Vector2f unit(unit_w, unit_h);
        stone_view = sf::RectangleShape(unit);
        stone_view.setFillColor(sf::Color(255, 81, 68));
        body_view = sf::RectangleShape(unit);
        body_view.setFillColor(sf::Color(0, 204, 255));
        food_view = sf::RectangleShape(unit);
        food_view.setFillColor(sf::Color(19, 169, 136));

        // font & msg
        if (!font.loadFromFile("Inconsolata-Bold.ttf")) {
            puts("fonts loading error!");
            this->close();
        }
        msg1.setFont(font);
        msg1.setColor(sf::Color::White);
        msg1.setCharacterSize(50);
        msg1.setPosition(80, 100);
        msg2.setFont(font);
        msg2.setColor(sf::Color::White);
        msg2.setCharacterSize(25);
        msg2.setString("Press <Enter> to Replay");
        msg2.setPosition(60, 250);
    }
Beispiel #3
0
bool Tutorial::crossfade(float elapsedTime, sf::RectangleShape& rect1, sf::RectangleShape& rect2)
{
	float temp = alpha1 - elapsedTime * ANIMATION_SPEED;
	float temp2 = alpha2 + elapsedTime * ANIMATION_SPEED;
	// std::cout << "color " << static_cast<int>(temp) << std::endl;
	// std::cout << "color2 " << static_cast<int>(temp2) << std::endl;
	
	// ensure high calc times don't screw up the outcome (drag the window for a sec outputs a too high value)
	// maybe just limit it would be better.. 
	if (temp < alpha1)
	{
		alpha1 = temp;
		alpha2 = temp2;
	}

	if (alpha1 < 1)
	{
		alpha1 = 0;
		alpha2 = 255;
		rect1.setFillColor(sf::Color(255, 255, 255, static_cast<sf::Uint8>(alpha1)));
		return true;
	}
	// disabled because it should not be crossfaded only overlayed 
	//rect1.setFillColor(sf::Color(255, 255, 255, static_cast<sf::Uint8>(alpha1)));
	rect2.setFillColor(sf::Color(255, 255, 255, static_cast<sf::Uint8>(alpha2)));
	return false;
}
Beispiel #4
0
	Pong() : gameWindow(sf::VideoMode(600, 480), "Pong")
	{
		ball.setFillColor(sf::Color::Cyan);
		ball.setPosition(100.0, 100.0);
		ball.setRadius(10.f);

		p1Paddle.setFillColor(sf::Color::Green);
		p1Paddle.setPosition(10.0, 100.0);
		p1Paddle.setSize(sf::Vector2f(10.0, 100.0));

		p2Paddle.setFillColor(sf::Color::Red);
		p2Paddle.setPosition(580.0, 100.0);
		p2Paddle.setSize(sf::Vector2f(10.0, 100.0));

		p1MovingUp = false;
		p1MovingDown = false;
		p2MovingUp = false;
		p2MovingDown = false;

		ballMovement = sf::Vector2f(ballSpeed, ballSpeed);
		font.loadFromFile("arial.ttf");

		p1ScoreText.setPosition(150, 10);
		p1ScoreText.setFont(font);
		p1ScoreText.setString(std::to_string(p1Score));
		p1ScoreText.setColor(sf::Color::Red);
		p1ScoreText.setCharacterSize(24);

		p2ScoreText.setPosition(450, 10);
		p2ScoreText.setFont(font);
		p2ScoreText.setString(std::to_string(p2Score));
		p2ScoreText.setColor(sf::Color::Red);
		p2ScoreText.setCharacterSize(24);
	}
Beispiel #5
0
void WindowCreateThing::init(sf::RenderWindow &window) {

    rectTitle.setSize(sf::Vector2f(window.getSize().x*0.45, window.getSize().y*0.07));
    rectTitle.setPosition(sf::Vector2f(window.getSize().x/2-(rectTitle.getSize().x/2), window.getSize().x/4-(rectTitle.getSize().y/2)));
    rectTitle.setFillColor(sf::Color(158, 158, 158));
    rectTitle.setOutlineColor(sf::Color::Black);
    rectTitle.setOutlineThickness(1.f);

    rectMain.setSize(sf::Vector2f(window.getSize().x*0.45,window.getSize().y*0.45));
    rectMain.setPosition(sf::Vector2f(rectTitle.getPosition().x, rectTitle.getPosition().y+rectTitle.getSize().y));
    rectMain.setFillColor(sf::Color::White);
    rectMain.setOutlineColor(sf::Color::Black);
    rectMain.setOutlineThickness(1.f);

    load();


    starting_position = sf::Mouse::getPosition(window);



    textTitle.setFont(font);
    textTitle.setString("CreateThings.txt");
    textTitle.setCharacterSize(24);
    textTitle.setColor(sf::Color::White);
    textTitle.setPosition(sf::Vector2f(rectTitle.getPosition().x+rectTitle.getSize().x*0.3, rectTitle.getPosition().y+rectTitle.getSize().y*0.1));
    //textTitle.setPosition(sf::Vector2f(400,10));

    textClose.setFont(font);
    textClose.setString("X");
    textClose.setStyle(sf::Text::Bold);
    textClose.setCharacterSize(35);
    textClose.setColor(sf::Color::White);
    textClose.setPosition(sf::Vector2f(rectTitle.getPosition().x+rectTitle.getSize().x-30, rectTitle.getPosition().y+rectTitle.getSize().y*0.05));


    ///// FOLDER ICONE
    textureFolder.setSmooth(true);
    spriteFodler.setTexture(textureFolder);
    sf::Vector2f targetSize(25.0f, 25.0f);
    spriteFodler.setScale(
        targetSize.x / spriteFodler.getLocalBounds().width,
        targetSize.y / spriteFodler.getLocalBounds().height);
    spriteFodler.setPosition(sf::Vector2f(textTitle.getPosition().x-targetSize.x, textTitle.getPosition().y));




    ///// CLOSE ICONE
    /*textureClose.setSmooth(true);
    spriteClose.setTexture(textureClose);
    sf::Vector2f targetSize2(window.getSize().y*0.07, window.getSize().y*0.07);
    spriteClose.setScale(
        targetSize2.x / spriteClose.getLocalBounds().width,
        targetSize2.y / spriteClose.getLocalBounds().height);
    spriteClose.setPosition(rectTitle.getPosition().x+rectTitle.getSize().x-targetSize2.x, rectTitle.getPosition().y);*/
}
Beispiel #6
0
void cWindow::paintLighting()
{
	float power;
	int tex;
	int lightsDisplayed = 0;
	int priority = 0;

	for (int a = 0; a < 2; a++)
	{
		priority = 0;
		while (priority < LIMIT_PRIORITY_LIGHT && lightsDisplayed < game.unitCounter)
		{
			for (int i = 0; i < game.unitCounter; i++)
			{
				if (game.unit[i].light.priority == priority && game.unit[i].light.power > 0 && game.unit[i].light.texture != -1)
				{
					tex = game.unit[i].light.texture;
					brushRect.setTexture(&visual.gameTex[tex].handle);
					brushRect.setPosition(game.unit[i].pos);
					brushRect.setFillColor(sf::Color(255, 255, 255, max(0.00f, min(255.00f, 300.00f - game.ambientLight))));
					if (!settings.enableDynamicLight) {
						brushRect.setTexture(&visual.gameTex[visual.addTexture("light_white.png")].handle);
						brushRect.setFillColor(sf::Color(255, 255, 255, 50.00f));
					}
					brushRect.setTextureRect(sf::IntRect(0, 0, visual.gameTex[tex].handle.getSize().x, visual.gameTex[tex].handle.getSize().y));
					power = game.unit[i].light.power;
					if (game.unit[i].light.flickerMod != 0.00f) {
						power += power * (game.unit[i].light.flickerMod * abs(game.unit[i].light.flickerCurTime / game.unit[i].light.flickerTime - 1.00f));
						power += math.randf(-5.00f, 5.00f);
					}
					brushRect.setOrigin(sf::Vector2f(power, power));
					brushRect.setSize(sf::Vector2f(power * 2.00f, power * 2.00f));
					// Directional
					brushRect.setRotation(0.00f);
					if (game.unit[i].light.directional) {
						brushRect.setRotation(-game.unit[i].facingAngle);
					}
					// Painting to two textures
					if (settings.enableDynamicLight && a == 0) { window.texHandleLight.draw(brushRect, window.matrixHandle); }
					else if (settings.enableDynamicLight && a == 1) { window.texHandleLightMult.draw(brushRect, window.matrixHandle); }
					else { window.texHandle.draw(brushRect, window.matrixHandle); }
				}
			}
			priority += 1;
		}
		if (!math.intToBool(settings.enableBetterLight)) { break; }
	}
	brushRect.setRotation(0.00f);
	window.texHandleLight.display();
	if (settings.enableBetterLight) { window.texHandleLightMult.display(); }
}
Beispiel #7
0
void Sprited::draw(sf::RenderWindow *window)
{
    // Scroll sprite
    sf::Vector2i shift = this->currentAnimation->frames[this->currentFrame];
    this->sprite.setTextureRect(sf::IntRect(shift.x, shift.y, this->width, this->height));

    this->sprite.setRotation((this->getWRotation() - this->camera->getWRotation()) / (2 * M_PI) * 360); // + this->wRotation / (2 * M_PI) * 360);

    if (this->camera) {
        // Transform sprite wPosition based on camera wPosition & wRotation
        this->sprite.setPosition(this->applyCameraTransformation(this->getWPosition()));
    } else {
        // No camera set, meaning this object's wPosition is not affected by camera.
        this->sprite.setPosition(this->getWPosition().x, this->getWPosition().y);
    }

    window->draw(this->sprite);

    Movable::draw(window);

#ifdef DEBUG
    static sf::RectangleShape origin;
    origin.setOrigin(2, 2);
    origin.setSize(sf::Vector2f(5, 5));
    origin.setPosition(this->sprite.getPosition());
    origin.setFillColor(sf::Color(255, 0, 0, 128));
    window->draw(origin);

    static sf::RectangleShape rect;
    rect.setFillColor(sf::Color::Transparent);
    rect.setOutlineThickness(1);
    rect.setOutlineColor(sf::Color::Blue);
    rect.setOrigin(this->sprite.getOrigin());
    rect.setPosition(this->sprite.getPosition());
    rect.setRotation(this->sprite.getRotation());
    rect.setSize(sf::Vector2f(this->sprite.getTextureRect().width, this->sprite.getTextureRect().height));
    window->draw(rect);

    sf::FloatRect wHitbox = this->getWHitbox();
    static sf::RectangleShape hitboxRect;
    hitboxRect.setFillColor(sf::Color::Transparent);
    hitboxRect.setOutlineThickness(1);
    hitboxRect.setOutlineColor(sf::Color::Red);
    hitboxRect.setOrigin(sf::Vector2f(wHitbox.width / 2, wHitbox.height / 2));
    hitboxRect.setSize(sf::Vector2f(wHitbox.width, wHitbox.height));
    hitboxRect.setPosition(this->applyCameraTransformation(this->getWPosition()));
    hitboxRect.setRotation(-this->camera->getWRotation() / M_PI * 180);
    window->draw(hitboxRect);
#endif
}
 el(sf::Vector2f p)
 {
     r.setSize(sf::Vector2f(50,50));
     r.setFillColor(sf::Color(2,136,209));
     pos = p;
     r.setPosition(pos);
 }
 obstacle(sf::Vector2f p)
 {
     pos = p;
     r.setPosition(p);
     r.setSize(sf::Vector2f(50,50));
     r.setFillColor(sf::Color(255, 205, 210));
 }
void Snake::Render(sf::RenderWindow& window) {
	if (_body.empty()) { return; }

	// Draw head
	auto head = _body.begin();
	_bodyRect.setFillColor(sf::Color::Yellow);
	_bodyRect.setPosition(head->position.x * _size, head->position.y * _size);
	window.draw(_bodyRect);

	// Draw body
	_bodyRect.setFillColor(sf::Color::Green);
	for (auto itr = _body.begin() + 1; itr != _body.end(); ++itr) {
		_bodyRect.setPosition(itr->position.x * _size, itr->position.y * _size);
		window.draw(_bodyRect);
	}
}
Beispiel #11
0
void PongGame::setUpBall(int const mainWindowWidth, int const mainWindowHeight, sf::RectangleShape &ball) {
    ball.setPosition(mainWindowWidth / 2, mainWindowHeight / 2);
    ball.setSize(sf::Vector2f(20, 20));
    ball.setFillColor(sf::Color::Red);
    ball.setOutlineColor(sf::Color::Yellow);
    ball.setOutlineThickness(2);
}
	Player(sf::Vector2f position, sf::Vector2f size)
	{
		once = true;
		rect.setPosition(position);
		rect.setSize(size);
		rect.setFillColor(sf::Color::Green);
	}
	void IsSelected(Selection s, sf::RenderWindow &Window)
	{
		if(sf::Mouse::isButtonPressed(sf::Mouse::Left))
		{
			if(rect.getGlobalBounds().intersects(s.rect.getGlobalBounds()) || (sf::Mouse::getPosition(Window).x > rect.getPosition().x && sf::Mouse::getPosition(Window).x < rect.getPosition().x + rect.getSize().x && sf::Mouse::getPosition(Window).y > rect.getPosition().y && sf::Mouse::getPosition(Window).y < rect.getPosition().y + rect.getSize().y))
			{
				selected = true;
				rect.setFillColor(sf::Color::Magenta);
			}
			else
			{
				selected = false;
				rect.setFillColor(sf::Color::Green);
			}
		}
	}
Beispiel #14
0
    Board(int n, sf::Vector2f pos){

        boardSprite.setSize(sf::Vector2f(n, 2));
        boardSprite.setFillColor(sf::Color::Blue);
        boardSprite.setPosition(pos);

    }
Beispiel #15
0
 // As with the ball, we construct the paddle with
 // arguments for the initial position and initialize
 // the SFML rectangle shape.
 Paddle(float mX, float mY)
 {
     shape.setPosition(mX, mY);
     shape.setSize({defWidth, defHeight});
     shape.setFillColor(defColor);
     shape.setOrigin(defWidth / 2.f, defHeight / 2.f);
 }
Beispiel #16
0
/*
 *  Mostra na tela os indicadores básicos do jogo:
 *  vidas restantes, HP e pontuação.
 */
void Jogo::exibeHud()
{
    float x = 0.10 * janela.getSize().x;
    float y = 0.15 * janela.getSize().y;

    /* Desenha vidas extras da nave */
    static sf::CircleShape losango(20.0, 4);
    for (int i = 0; i < nave->getVidas(); i++) {
        double deltaX = 2.5 * losango.getRadius();
        losango.setPosition(x + (i * deltaX), y);
        janela.draw(losango); 
    }
    /* Desenha caixa da lifebar */
    y += 3.0 * losango.getRadius();
    static sf::RectangleShape caixa({200.0, 10.0});
    caixa.setPosition(x, y);
    caixa.setFillColor(sf::Color::Blue);
    janela.draw(caixa);

    /* Desenha lifebar com parcial do HP */
    float k = (float) nave->getHP() / nave->getHPMax();
    sf::RectangleShape lifebar({k * caixa.getSize().x,
                                    caixa.getSize().y});
    lifebar.setPosition(x, y);
    lifebar.setFillColor(k > 0.25 ? sf::Color::Green : sf::Color::Red);
    janela.draw(lifebar);

    /* Imprime pontuação (e, se for o caso, mensagem de pausa) */
    y += 2.5 * lifebar.getSize().y;
    sf::String str = "Score: " + std::to_string(nave->getScore());
    if (pausado) str += " (pausa)";
    sf::Text texto(str, fonte, 20);
    texto.setPosition(x, y);
    janela.draw(texto);
}
    food()
    {
        srand(time(NULL));
        r.setSize(sf::Vector2f(50,50));
        r.setFillColor(sf::Color(255,193,7));
        generatePos();

    }
 el(int x , int y)
 {
     r.setSize(sf::Vector2f(50,50));
     r.setFillColor(sf::Color(2,136,209));
     pos.x = x;
     pos.y = y;
     r.setPosition(pos);
 }
Beispiel #19
0
 Particle(sf::Vector2i position)
 {
     rect.setSize(sf::Vector2f(2,2));
     rect.setOrigin( sf::Vector2f(1,1) );
     rect.setFillColor( sf::Color::Red );
     rect.setPosition( (sf::Vector2f)position );
     velocity = sf::Vector2f(0,0);
 }
Beispiel #20
0
 void init(const sf::Vector2f& position, const string filename)
 {
     _event = Event::NONE;
     _shape->setPosition(position);
     _shape->setSize(sf::Vector2f(TAILLE_SQUARE, TAILLE_SQUARE));
     _shape->setFillColor(sf::Color::Black);
     _shape->setOutlineColor(sf::Color::White);
     _shape->setOutlineThickness(1);
 }
Beispiel #21
0
 // Post battle update
 inline void set_info(int str)
 {
     info_str.setString(std::to_string(str));
     health_bar_bg.setSize(sf::Vector2f(get_max_hp()/scale, 10));
     health_bar_bg.setOutlineColor(sf::Color(125,125,125));
     health_bar_bg.setOutlineThickness(1);
     health_bar_current.setSize(sf::Vector2f(str/scale, 10));
     health_bar_current.setFillColor(get_life_color(str));
 }
	void Update(sf::RenderWindow &Window)
	{
		for(int i = 0; i < tileH; i++)
		{
			for(int j = 0; j < tileW; j++)
			{
				if(levelss[i][j] == 0)
					rect.setFillColor(sf::Color::White);
				else if(levelss[i][j] == 1)
					rect.setFillColor(sf::Color::Black);
				else
					continue;

				rect.setPosition(j*rect.getSize().x, i*rect.getSize().y);
				Window.draw(rect);
			}
		}
	}
Beispiel #23
0
void displaySnake(Node &node)
{
	draw.setPosition(sf::Vector2f(node.x * (640/SIZE), node.y * (640/SIZE)));
	draw.setFillColor(sf::Color::White);
	//draw.setFillColor(sf::Color::Black);
	renderTexture.draw(draw);
	if(node.next != nullptr)
		displaySnake(*node.next);	
}
bool game_init()
{
     r.setPosition(100, 100);
    r.setFillColor(sf::Color(255, 255, 255));
    r.setSize(sf::Vector2f(20, 20));
    color = sf::Color::White;


    return true;
}
Beispiel #25
0
	Goomba(float i, float j) {
		_rect.setSize(sf::Vector2f(32, 32));
		_rect.setFillColor(sf::Color::Blue);
		if (_textureG.loadFromFile("goomba.png")) {
			_textureG.setSmooth(true);
			_spriteG.setTexture(_textureG);
			_spriteG.setScale(1.9, 1.9);
		}
		_spriteG.setPosition(50, 350);
	}
//CONSTRUCTOR
LogicHandler::LogicHandler(void){
	titleScreen = true;
	elapsedTime = 1;

	window = new sf::RenderWindow(sf::VideoMode(WIDTH, HEIGHT), TITLE, sf::Style::Close);

	shape.setSize(sf::Vector2f(10.0f, 10.0f));
	if(!LogicHandler::loadTextures("res/")){
		shape.setFillColor(sf::Color::Red);
	}else{
		shape.setFillColor(sf::Color::Green);
	}

	titleScreenBg.setTexture(*textureList.at(1));
	titleScreenBg.setPosition(0, 0);

	setupSprites();

	window->setFramerateLimit(0);
}
Beispiel #27
0
	virtual void update(){
		
		sf::Event event;
        while (window->pollEvent(event))
        {
            // "close requested" event: we close the window
            if (event.type == sf::Event::Closed)
            
            {
                window->close();
                has_ended = true;
                }
             
             if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape)
             
             {
				 has_ended = true;
				 
			 }
             
             
                
			}
		
		
		dt = timer.getElapsedTime().asSeconds();
		
		if(dt<fadein_time)
		
		{
			darken.setFillColor(sf::Color(0,0,0, 255-(255/fadein_time)*dt));
			}
			if(dt>fadein_time+stable_time)
		
		{
			darken.setFillColor(sf::Color(0,0,0, (255/fadeout_time)*(dt-fadein_time-stable_time)));
			}
		
		if(dt>fadein_time+stable_time+fadeout_time)has_ended=true;
		
		};
    Info(sf::String& text)
    {
        box.setPosition(100,100);
        box.setFillColor(sf::Color(245,248,6));
        box.setSize(sf::Vector2f(300,300));
        box.setOutlineColor(sf::Color::Red);
        box.setOutlineThickness(3);

        InfoText.setString(text);
        InfoText.setPosition(110,110);
        InfoText.setFillColor(sf::Color::White);
    }
Beispiel #29
0
 // Set some information about the object
 inline void set_info(int str, sf::Font *font, int size)
 {
     info_str.setString(std::to_string(str));
     info_str.setFont(*font);
     info_str.setCharacterSize(size);
     info_str.setColor(sf::Color::Black);
     health_bar_bg.setSize(sf::Vector2f(get_max_hp()/scale, 10));
     health_bar_bg.setOutlineColor(sf::Color(125,125,125));
     health_bar_bg.setOutlineThickness(1);
     health_bar_current.setSize(sf::Vector2f(str/scale, 10));
     health_bar_current.setFillColor(get_life_color(str));
 }
Beispiel #30
0
 StatusBox(uint _x, uint _y, float _width, float _height, const GuiStyle& _style) :
     BaseBox(_x, _y, _width, _height, _style)
 {
     blackbox = new sf::RectangleShape();
     blackbox->setFillColor(sf::Color::Black);
     blackbox->setSize({_width, _height});
     blackbox->setPosition(sf::Vector2f(_x, _y));
     
     textbox = new sf::Text;
     textbox->setPosition(_x, _y);
     textbox->setFont(*style.font);
     textbox->setCharacterSize(style.fontsize);
 }