Beispiel #1
0
 Shape():
     draw_fill(true), draw_outline(true),
     outline_thickness(1.f),
     outline_color(255, 255, 255, 255),
     fill_color(150, 150, 150, 255)
 {
     vertices.setPrimitiveType(sf::Triangles);
     outline.setPrimitiveType(sf::LinesStrip);
 }
Beispiel #2
0
int main() {
	sf::TcpSocket socket;
	//sf::RenderWindow * win = new sf::RenderWindow(sf::VideoMode(200, 200), "QQ");
	
	draw_arr.setPrimitiveType(sf::LinesStrip);

	int port = 8000;
	string name = "admin";
	string pass = "******";
	
	std::size_t received = 0;

	socket.connect("127.0.0.1", port);

	sf::Thread th(&workOnWin,  &socket);

	char ns[1];
	ns[0] = to_string(name.length()).c_str()[0];
	
	socket.send(ns, 1);
	socket.send(name.c_str(), name.size() + 1);
	//system("pause");
	
	socket.send(to_string(pass.length()).c_str(), 1);
	socket.send(pass.c_str(), pass.size() + 1);

	char ans[1];
	sf::Int8 t;
	sf::Packet p;
	if (socket.receive(ans, sizeof(ans), received) == sf::Socket::Done) {
		if (static_cast <int> (ans[0]) == 0) {
			cout << "Welcome" << endl;
			int t;
			cin >> t;
			if (t == 5) {
				ans[0] = 5;
				if (socket.send(ans, 1) == sf::Socket::Done) {
					socket.receive(ans, 1, received);
					if (static_cast <int> (ans[0]) == 0) {
						cout << "BOARD CREATE" << endl;

						th.launch();
					}
				}
			}
			if (t == 6) {
				ans[0] = 6;
				if (socket.send(ans, 1) == sf::Socket::Done) {
					socket.send(to_string(pass.length()).c_str(), 1);
					socket.send(name.c_str(), name.size() + 1);
					socket.receive(ans, 1, received);
					if (ans[0] == server_ok_code) {
						th.launch();
					}
				}
			}
			
		}
		else {
Beispiel #3
0
bool load(const std::string& tileset, sf::Vector2u tileSize, const int* tiles, unsigned int width, unsigned int height)
{
	// load the tileset texture
	if (!m_tileset.loadFromFile(tileset))
		return false;

	// resize the vertex array to fit the level size
	m_vertices.setPrimitiveType(sf::Quads);
	m_vertices.resize(width * height * 4);

	// populate the vertex array, with one quad per tile
	for (unsigned int i = 0; i < width; ++i)
		for (unsigned int j = 0; j < height; ++j)
		{
			/*
			// get the current tile number
			int tileNumber = tiles[i + j * width];

			// find its position in the tileset texture
			int tu = tileNumber % (m_tileset.getSize().x / tileSize.x);
			int tv = tileNumber / (m_tileset.getSize().x / tileSize.x);
			*/
			// get a pointer to the current tile's quad
			sf::Vertex* quad = &m_vertices[(i + j * width) * 4];

			// define its 4 corners
			quad[0].position = sf::Vector2f(i * tileSize.x, j * tileSize.y);
			quad[1].position = sf::Vector2f((i + 1) * tileSize.x, j * tileSize.y);
			quad[2].position = sf::Vector2f((i + 1) * tileSize.x, (j + 1) * tileSize.y);
			quad[3].position = sf::Vector2f(i * tileSize.x, (j + 1) * tileSize.y);

			quad[0].texCoords = sf::Vector2f(0, 0);
			quad[1].texCoords = sf::Vector2f(0, 32);
			quad[2].texCoords = sf::Vector2f(32, 0);
			quad[3].texCoords = sf::Vector2f(32, 32);
			/*
			// define its 4 texture coordinates
			quad[0].texCoords = sf::Vector2f(tu * tileSize.x, tv * tileSize.y);
			quad[1].texCoords = sf::Vector2f((tu + 1) * tileSize.x, tv * tileSize.y);
			quad[2].texCoords = sf::Vector2f((tu + 1) * tileSize.x, (tv + 1) * tileSize.y);
			quad[3].texCoords = sf::Vector2f(tu * tileSize.x, (tv + 1) * tileSize.y);
			*/
		}

		return true;
}