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HexagonView.cpp
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HexagonView.cpp
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#include "HexagonView.hpp"
#include <math.h>
#include <stdio.h>
#include "Util.hpp"
HexagonView::HexagonView()
{
m_model = 0;
m_drawPlayer = true;
m_baseHue = 0;
m_hueRange = 1.0;
m_hueSpeed = 0.1;
}
HexagonView::~HexagonView()
{
}
void HexagonView::SetModel(HexagonModel* model)
{
m_model = model;
}
void HexagonView::Draw(sf::RenderTarget* rt) const
{
if(!m_model) {
return;
}
const double time = m_model->GetTime();
const double hexagonRadius = 1.0 + 0.15 * sin(time * 10);
const double playerRadius = 1.4;
const int numSides = m_model->GetNumSides();
const double zoom = 1.0;
const double w = zoom * 16;
const double h = zoom * 9;
sf::View view(sf::FloatRect(-w/2,-h/2,w,h));
view.setRotation(m_model->GetRotation());
rt->setView(view);
//Draw bg
sf::ConvexShape bgSide(4);
for(int i = 0; i < numSides; ++i) {
bgSide.setFillColor(HSVtoRGB(Hue(), Sat(), 0.8));
const double in = hexagonRadius - 0.1 + 0.05 * sin(time * 5);
ConstructSideShape(bgSide, i, numSides, in, hexagonRadius);
rt->draw(bgSide);
bgSide.setFillColor(HSVtoRGB(Hue(), Sat(), 0.2));
ConstructSideShape(bgSide, i, numSides, 0, in);
rt->draw(bgSide);
if(i % 2) {
bgSide.setFillColor(HSVtoRGB(Hue(), Sat(), 0.2));
} else {
bgSide.setFillColor(HSVtoRGB(Hue(), Sat(), 0.3));
}
ConstructSideShape(bgSide, i, numSides, hexagonRadius, 32);
rt->draw(bgSide);
}
//Draw obstacles
sf::ConvexShape obsShape(4);
obsShape.setFillColor(HSVtoRGB(Hue(), Sat(), 0.8));
for(int i = 0; i < numSides; i++) {
Obstacle* obs = m_model->GetObstacle(i);
while(obs) {
const double pd = m_model->GetPlayerDistance();
double start = obs->start - pd + playerRadius;
const double end = start + obs->end - obs->start;
if(start < hexagonRadius) {
start = hexagonRadius;
}
if(end > hexagonRadius) {
ConstructSideShape(obsShape, i, numSides, start, end);
rt->draw(obsShape);
}
obs = obs->next;
}
}
//Draw player
if(m_drawPlayer) {
sf::ConvexShape playerShape(3);
const double pos = m_model->GetPlayerPosition();
//Get the two corners the player is between
const int posMin = floor(pos);
const int posMax = ceil(pos);
const double posMinX = playerRadius * cos(posMin * 2 * M_PI / numSides);
const double posMinY = playerRadius * sin(posMin * 2 * M_PI / numSides);
const double posMaxX = playerRadius * cos(posMax * 2 * M_PI / numSides);
const double posMaxY = playerRadius * sin(posMax * 2 * M_PI / numSides);
const double lerp = pos - posMin;
const double posX = LInterp(lerp, posMinX, posMaxX);
const double posY = LInterp(lerp, posMinY, posMaxY);
const double pulseScale = 0.1 + 0.025 * sin(time * 10);
const double turnMod = m_model->IsGameOver() ? 0 : m_model->GetPlayerDirection() * 15;
playerShape.setPoint(0, sf::Vector2f( -0.20, -pulseScale ) );
playerShape.setPoint(1, sf::Vector2f( 0, 0 ) );
playerShape.setPoint(2, sf::Vector2f( -0.20, pulseScale ) );
playerShape.setFillColor(HSVtoRGB(Hue(), Sat(), 1.0));
playerShape.setPosition(posX,posY);
playerShape.setRotation(pos * 360 / numSides + turnMod);
rt->draw(playerShape);
}
}
const double HexagonView::Hue() const
{
if(m_model) {
const double hueDiff = m_hueRange * sin(m_model->GetTime() * m_hueSpeed);
const double hue = m_baseHue + hueDiff;
return Cycle(hue, 0, 1);
} else {
return m_baseHue;
}
}
const double HexagonView::Sat() const
{
return 1.0;
}
void HexagonView::SetBaseHue(const double hue)
{
m_baseHue = Clamp(hue, 0, 1);
}
void HexagonView::SetHueRange(const double range)
{
m_hueRange = range;
}
void HexagonView::SetHueSpeed(const double speed)
{
m_hueSpeed = speed;
}
void HexagonView::SetDrawPlayer(bool draw)
{
m_drawPlayer = draw;
}