Example #1
0
void Senario::update(float time)
{
    if(animatedStringList != NULL)
    {
        for (int i = 0; i < animatedStringList->count(); i++)
        {
            AnimatedString* as = (AnimatedString*) animatedStringList->objectAtIndex(i);
            as->update(time);
        }
    }
    
    if(animatedSpriteList != NULL)
    {
        for (int i = 0; i < animatedSpriteList->count(); i++)
        {
            AnimatedSprite* as = (AnimatedSprite*) animatedSpriteList->objectAtIndex(i);
            as->update(time);
        }
    }
    
    if(animatedDialogueList != NULL)
    {
        for (int i = 0; i < animatedDialogueList->count(); i++)
        {
            AnimatedDialogue* ad = (AnimatedDialogue*) animatedDialogueList->objectAtIndex(i);
            ad->update(time);
        }
    }
}
Example #2
0
void pacman::update(){
    xpos += xvel;
    ypos += yvel;
    sprite.setPosition(sf::Vector2f(xpos, ypos));
    anspr.setPosition(sf::Vector2f(xpos, ypos));
    collision_box = anspr.getGlobalBounds();
    anspr.update(frame_time.restart());
}
Example #3
0
	void update(sf::Time time)
	{
		MusicManager::instance().update(time);

		system.update(time);

		sm.update();
		oTweener.step(time.asMilliseconds() / 1000.f);

		if ((int)(rand() % 90) == 3 && first) sm.setCurrentEffect("distortion", sf::seconds(0.05));
		if ((int)(rand() % 100) == 3 && !first) sm.setCurrentEffect("inversion", sf::seconds(1));

		if (first)
		{
			logo.setColor(sf::Color(255,255,255,interpolateLinear(logo.getColor().a, 255, 0.05f)));
			logo.setPosition(0, newLogoY);

			if (!pressFading)
			{
				press.setColor(sf::Color(255,255,255,interpolateLinear(press.getColor().a, 0,pressFactor)));
				if (press.getColor().a < 7)
				{
					pressFading = true;
				}
			}
			else
			{
				press.setColor(sf::Color(255,255,255,interpolateLinear(press.getColor().a, 255, pressFactor)));
				if (press.getColor().a > 243)
				{
					pressFading = false;
				}
			}

			sprite.update(time);

			if (transition && timer.getElapsedTime().asSeconds() > 0.5)
			{
				press.setColor(sf::Color(255,255,255,0));
			}

			if (transition && timer.getElapsedTime().asSeconds() > 0.5)
			{
				transition = false;
				oTweener.addTween(&CDBTweener::TWEQ_BACK, CDBTweener::TWEA_INOUT, 2.f, &newLogoY, -800.0f);
			}

			if (!transition && logo.getPosition().y <= -800 && !check)
			{
				sm.setCurrentEffect("rgb", sf::seconds(1));
				check = true;
				timer.restart();SoundManager::instance().playNoiseSound();
			}
			if (check && timer.getElapsedTime().asSeconds() > 1)
			{
				first = false;
				MusicManager::instance().playMusicFast("battle");				
				pressFading = true;
			}
		}		
		else
		{
			pressFactor = 0.2;
			if (!pressFading)
			{
				pointer.setColor(sf::Color(255,255,255,interpolateLinear(pointer.getColor().a, 0,pressFactor)));
				if (pointer.getColor().a < 7)
				{
					pressFading = true;
				}
			}
			else
			{
				pointer.setColor(sf::Color(255,255,255,interpolateLinear(pointer.getColor().a, 255, pressFactor)));
				if (pointer.getColor().a > 243)
				{
					pressFading = false;
				}
			}

			switch (selection)
			{
			case 0:
				pointer.setPosition(1183, 415);
				break;
			case 1:
				pointer.setPosition(1183, 531);
				break;
			case 2:			
				pointer.setPosition(1183, 645);
				break;
			default:
				break;
			}
		}
	};
Example #4
0
int main()
{
	//Initalize Variables and Settings
	const sf::Vector2i screenDimensions(800, 600);

	FloatRect playerMoveSpace = sf::FloatRect(100, 100, screenDimensions.x - 100, screenDimensions.y - 320);

	RenderWindow window(VideoMode(screenDimensions.x, screenDimensions.y), "Donkey Island", Style::Titlebar | Style::Close);

	window.setFramerateLimit(60);

	CircleShape shape(100.f);
	shape.setFillColor(Color::Green);

	Texture MenuBGTex;
	Sprite MenuBackground;

	Texture PlayerTex;
	AnimatedSprite PlayerImage;

	sf::Time actionTimer;

	int loadedLevelIndex = 0;

	GameScene* levels[] = { new LakeGrass(), new flower(), new House() };
	GameScene* loadedLevel = levels[loadedLevelIndex];

	tinyxml2::XMLElement* levelElement = NULL;

	static bool dragging = false;

	sf::Vector2f Target1;

	Inventory::item *draggeditem = NULL;

	bool clicked = false;

	if (MenuBGTex.loadFromFile("resources/menubackground.jpg")) {
		MenuBackground.setTexture(MenuBGTex);
		MenuBackground.setPosition(0.0f, 460.0f);
	}

	// load a new inventory. The inventory is kept across scenes.
	Inventory* playerInventory = new Inventory();

	// load a new quest journal. Each level, this variable is recreated with the right quests for that current level
	Quests* playerQuests = new Quests(loadedLevel);


	if (!PlayerTex.loadFromFile("resources/donkeyMovement.png")) {
		std::cout << "Failed to load player spritesheet!" << std::endl;
		return 1;
	}

	Animation walkingAnimationRight;
	walkingAnimationRight.setSpriteSheet(PlayerTex);
	walkingAnimationRight.addFrame(sf::IntRect(200, 0, 200, 200));
	walkingAnimationRight.addFrame(sf::IntRect(400, 0, 200, 200));
	walkingAnimationRight.addFrame(sf::IntRect(600, 0, 200, 200));
	walkingAnimationRight.addFrame(sf::IntRect(0, 0, 200, 200));

	Animation walkingAnimationLeft;
	walkingAnimationLeft.setSpriteSheet(PlayerTex);
	walkingAnimationLeft.addFrame(sf::IntRect(200, 200, 200, 200));
	walkingAnimationLeft.addFrame(sf::IntRect(400, 200, 200, 200));
	walkingAnimationLeft.addFrame(sf::IntRect(600, 200, 200, 200));
	walkingAnimationLeft.addFrame(sf::IntRect(0, 200, 200, 200));

	Animation walkingAnimationIdle;
	walkingAnimationIdle.setSpriteSheet(PlayerTex);
	walkingAnimationIdle.addFrame(sf::IntRect(200, 400, 200, 200));
	walkingAnimationIdle.addFrame(sf::IntRect(400, 400, 200, 200));
	walkingAnimationIdle.addFrame(sf::IntRect(600, 400, 200, 200));
	walkingAnimationIdle.addFrame(sf::IntRect(0, 400, 200, 200));

	Animation* currentAnimation = &walkingAnimationLeft;

	PlayerImage = AnimatedSprite(sf::seconds(0.1), true, false);
	PlayerImage.setPosition(sf::Vector2f(screenDimensions / 3));

	sf::Clock frameClock;


	float speed = 160.f;
	bool noKeyWasPressed = true;
	// ------------------------
	// Initialization ends here 

	// Our GAMELOOP starts here
	while (window.isOpen()) {
		Event event;
		while (window.pollEvent(event)) {
			if (event.type == Event::Closed) {
				window.close();
			}

			if (event.type == Event::MouseButtonReleased) {
				playerInventory->refreshItems();
				dragging = false;
				clicked = false;
			}

		}

		sf::Time frameTime = frameClock.restart();

		// if a key was pressed set the correct animation and move correctly
		sf::Vector2f movement(0.f, 0.f);
		if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
		{
			movement.y -= speed;
			noKeyWasPressed = false;
		}
		if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
		{
			movement.y += speed;
			noKeyWasPressed = false;
		}
		if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
		{
			currentAnimation = &walkingAnimationLeft;
			movement.x -= speed;
			noKeyWasPressed = false;
		}
		if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
		{
			currentAnimation = &walkingAnimationRight;
			movement.x += speed;
			noKeyWasPressed = false;
		}
		PlayerImage.play(*currentAnimation);
		PlayerImage.move(movement * frameTime.asSeconds());

		// if no key was pressed stop the animation
		if (noKeyWasPressed)
		{
			//PlayerImage.stop();
			PlayerImage.setFrameTime(sf::seconds(0.4));

			currentAnimation = &walkingAnimationIdle;
		}
		if (!noKeyWasPressed) {
			PlayerImage.setFrameTime(sf::seconds(0.1));
		}
		noKeyWasPressed = true;

		// update AnimatedSprite
		PlayerImage.update(frameTime);
		
		// constatly check if the player completed the quest
		playerQuests->checkQuests(draggeditem, playerInventory, PlayerImage);

		window.clear();

		if (loadedLevel) {
			// draw the level background
			window.draw(loadedLevel->bgSprite);
		}

		// draw the menubackground (bottom part of screen)
		window.draw(MenuBackground);

		for (auto && entity : loadedLevel->currentEntities) {
			// draw all active entities in the level
			window.draw(entity.Sprite);
		}

		// Show text of talking NPCs
		if (playerQuests->triggerShowText) {

			if (playerQuests->clock.getElapsedTime().asSeconds() < 10)
				window.draw(playerQuests->talkText);

			if (playerQuests->clock.getElapsedTime().asSeconds() > 10)
				playerQuests->triggerShowText = false;
		}

		window.draw(PlayerImage);
		window.draw(playerQuests->currentQuestText);

		for (auto && item : playerInventory->currentItems) {
			// draw all items in the player invneotry
			window.draw(item.itemIconSprite);
		}

		// initiate the final draw call
		window.display();

		// Switch level, if 5 tasks have been accomplished in every map
		if (playerQuests->currentQuestId > 5 && loadedLevelIndex <= 3) {
			delete loadedLevel;
			delete playerQuests;

			loadedLevelIndex++;
			loadedLevel = levels[loadedLevelIndex];
			playerQuests = new Quests(loadedLevel);
			PlayerImage.setPosition(0.0f, 100.0f);
		}

		// Execute the Game Loop in each individual level constantly
		loadedLevel->Update(playerQuests->currentQuestId);

		//Check for left mouse clicks
		if (sf::Mouse::isButtonPressed(sf::Mouse::Left))
		{
			sf::Vector2i localPosition = sf::Mouse::getPosition(window);
			sf::Vector2f worldPos = window.mapPixelToCoords(localPosition);
			// Move player, if cursor is in game world
			if (localPosition.y < 380 && !dragging) {
					Target1.x = worldPos.x - 100;
					Target1.y = worldPos.y - 100;
			}
			// Use item and init dragging, if cursor is in menu (bottom screen part)
			if (localPosition.y > 380 && !dragging) {

				for (auto && item : playerInventory->currentItems) {
					if (localPosition.y < item.itemIconSprite.getPosition().y + item.itemIconSprite.getGlobalBounds().height && localPosition.y   > item.itemIconSprite.getPosition().y && localPosition.x  < item.itemIconSprite.getPosition().x + item.itemIconSprite.getGlobalBounds().width && localPosition.x  > item.itemIconSprite.getPosition().x) {
						item.itemIconSprite.setPosition(localPosition.x - 32, localPosition.y - 32);
						dragging = true;
						draggeditem = &item;

					}

				}

			}


			if (draggeditem) {
				if (dragging) {
					//Set the item position to the mouse cursor position if the user is dragging it
					draggeditem->itemIconSprite.setPosition(localPosition.x - 32, localPosition.y - 32);
				}



			}
			// MOVE TO POINT via CURSOR
			float k = 1;
			// Speed Constant
			float px = PlayerImage.getPosition().x;
			float py = PlayerImage.getPosition().y;
			float ex = Target1.x;
			float ey = Target1.y;

			// "clicked" is used to not allow the player to just drag his charachter across the screen,
			// but instead the player has to confirm each charachter movement by mouse click.

			if (!clicked) {
				PlayerImage.setPosition(Target1.x, Target1.y);
			}

			clicked = true;

		}

	}


	return 0;
}
Example #5
0
void GameUpdateDraw( NimblePixMap& map, NimbleRequest request ) {
#if WRITING_DOCUMENTATION
	new(&TheMap) NimblePixMap( map );
#endif /* WRITING_DOCUMENTATION */
	WavefieldRect = NimbleRect(PanelWidth,map.height()/2,map.width(),map.height());
	NimblePixMap subsurface(map,WavefieldRect); 
	NimblePixMap seismogramClip( map,NimbleRect(PanelWidth,0,map.width(),map.height()/2) );

	if( request & NimbleUpdate ) {
		ShowGeology.update(); 
		ShowSeismic.update(); 
	}
	const NimbleRequest pausedRequest = IsPaused ? request-NimbleUpdate : request;
    SeismogramUpdateDraw( seismogramClip, pausedRequest&NimbleUpdate, TheColorFunc, IsAutoGainOn );
 	WavefieldFunctor wf(subsurface, pausedRequest);
    SeismogramFunctor sf( seismogramClip, pausedRequest&NimbleDraw );
    ReservoirFunctor rf( pausedRequest );
#if PARALLEL
	tbb::parallel_invoke( wf, sf, rf );
#else
    wf();
	sf();
	rf();
#endif
	if( pausedRequest & NimbleUpdate ) {
		DrillBit.update();
		UpdateDuckAndRig();
	}
	if( request & NimbleDraw ) {
		ClickableSetEnd = ClickableSet;
		const int wavefieldWidth = map.width()-PanelWidth;
		Assert(wavefieldWidth%4==0);
		const int wavefieldHeight = map.height()/2;
		ReservoirDrawHoles( subsurface );
		if( DrillY>0 )
			DrillBit.drawOn( subsurface, RigX-DrillBit.width()/2, DrillY-5 );
		if( ShowReservoir )
			ReservoirDraw( subsurface );
		NimblePixMap spriteClip( map, NimbleRect( PanelWidth, 0, map.width(), map.height() ));\
		NimblePixel greenPixel = map.pixel( NimbleColor( 0, NimbleColor::FULL, 0 ));
		NimblePixel redPixel = map.pixel( NimbleColor( NimbleColor::FULL, 0, 0 ));
		const int lineHeight = map.height()/2-1; 
		if( CultureBeginX<CultureEndX ) {
		    spriteClip.draw( NimbleRect( 0, lineHeight, CultureBeginX, lineHeight+1 ), greenPixel ); 
		    spriteClip.draw( NimbleRect( CultureBeginX, lineHeight-1, CultureEndX, lineHeight+2 ), redPixel ); 
		    spriteClip.draw( NimbleRect( CultureEndX, lineHeight, spriteClip.width(), lineHeight+1 ), greenPixel ); 
			Culture.drawOn( spriteClip, CultureBeginX+(CultureEndX-CultureBeginX)/2-Culture.width()/2, map.height()/2-Culture.height() );
		} else {
		    spriteClip.draw( NimbleRect( 0, lineHeight, spriteClip.width(), lineHeight+1 ), greenPixel ); 
		}
		OilRig->drawOn( spriteClip, RigX-OilRig->width()/2, OilRigVerticalOffset ); 
		if( DuckGoingLeft )
			DuckLeft.drawOn( spriteClip, DuckX-50, map.height()/2-DuckLeft.height()+12 );
		else
			DuckRight.drawOn( spriteClip, DuckX-(DuckRight.width()-50), map.height()/2-DuckLeft.height()+12 );
		NimblePixMap panelClip( map, NimbleRect( 0, 0, PanelWidth, map.height() ));

		PanelBackground.drawOn( panelClip );

		int cashMeterY = map.height()- 50 -CashMeter.height();
		int levelMeterY = cashMeterY - 10 - LevelMeter.height();
		// The Min is there so that if there is room, the green line artistically lines up 
		// with the top of the fluid meters.
		int fluidMeterY = Min(levelMeterY - 10 - WaterMeter.height(), map.height()/2 );
		if( ScoreState.isDisplayingScore() ) {
			LevelMeter.drawOn( map, PanelWidth/2-LevelMeter.width()/2, levelMeterY );
		    CashMeter.drawOn( map, PanelWidth/2-CashMeter.width()/2, cashMeterY );
		}
		int meterMarginX = (PanelWidth-WaterMeter.width()-OilMeter.width()-GasMeter.width())/4;
		WaterMeter.drawOn( map, meterMarginX, fluidMeterY );
		OilMeter.drawOn( map, PanelWidth/2-OilMeter.width()/2, fluidMeterY );
		GasMeter.drawOn( map, PanelWidth-meterMarginX-GasMeter.width(), fluidMeterY );
		if( VisibleDialog ) {
			if( VisibleDialog==&TheAboutTheAuthorDialog || VisibleDialog==&TheLevelContinueDialog )
				// Center it on screen
				VisibleDialog->drawOn( map, map.width()/2-VisibleDialog->width()/2, map.height()/2-VisibleDialog->height()/2 );
			else if( VisibleDialog==&TheKeyboardHelpDialog )
				// Put in upper right corner
				VisibleDialog->drawOn( map, map.width()*.95f-VisibleDialog->width(), map.height()*.05f );
			else
				// Put it in upper left portion of seismogram
				VisibleDialog->drawOn( map, PanelWidth+24, 24 );
		}
		int tabTop1 = 50;
		int tabTop2 = tabTop1+2*TheFont.height();
		int tabLeft1 = PanelWidth/8;
		int tabLeft2 = PanelWidth*5/8;
		int airGunTop = tabTop2+2*TheFont.height();;
		AirgunMeter.drawOn( map, PanelWidth/2-AirgunMeter.width()/2, airGunTop );
		if( ShowFrameRate ) {
			FrameRateMeter.setValue( EstimateFrameRate() );
			FrameRateMeter.drawOn( map, PanelWidth/2-FrameRateMeter.width()/2, fluidMeterY-FrameRateMeter.height()-15 ); 
		}
		const int tabSpacing = PanelWidth/4;
		DrawClickable( TheFileMenu, map, tabLeft1, tabTop1 );
		DrawClickable( TheHelpMenu, map, tabLeft2, tabTop1 );
		// The "isTabbed" tests below do some ad-hoc occlusion testing.
		if( TheFileMenu.isTabbed() ) 
			DrawClickable( TheModelMenu, map, tabLeft1, tabTop2 );
		if( TheFileMenu.isTabbed() && TheHelpMenu.isTabbed() )
			DrawClickable( TheViewMenu, map, tabLeft2, tabTop2 );
	}
	ScoreState.update();
}