Exemple #1
0
void create_game(ng::i_layout& aLayout)
{
    auto spritePlane = std::make_shared<ng::sprite_plane>();
    aLayout.add_item(spritePlane);
    spritePlane->set_font(ng::font(spritePlane->font(), ng::font::Bold, 28));
    spritePlane->set_background_colour(ng::colour::Black);
    spritePlane->enable_z_sorting(true);
    for (uint32_t i = 0; i < 1000; ++i)
        spritePlane->add_shape(std::make_shared<ng::rectangle>(
                                   *spritePlane,
                                   ng::vec3{static_cast<ng::scalar>(std::rand() % 800), static_cast<ng::scalar>(std::rand() % 800), -(static_cast<ng::scalar>(std::rand() % 32))},
                                   ng::size{static_cast<ng::scalar>(std::rand() % 64), static_cast<ng::scalar>(std::rand() % 64)},
                                   ng::colour(std::rand() % 64, std::rand() % 64, std::rand() % 64)));
    //spritePlane->set_uniform_gravity();
    //spritePlane->set_gravitational_constant(0.0);
    //spritePlane->create_earth();
    auto& spaceshipSprite = spritePlane->create_sprite(ng::image(sSpaceshipImagePattern, { {0, ng::colour()}, {1, ng::colour::LightGoldenrod}, {2, ng::colour::DarkGoldenrod4} }));
    spaceshipSprite.physics().set_mass(1.0);
    spaceshipSprite.set_size(ng::size(36.0, 36.0));
    spaceshipSprite.set_position_3D(ng::vec3(400.0, 18.0, 1.0));
    auto shipInfo = std::make_shared<ng::text>(*spritePlane, ng::vec3{}, "", ng::font("SnareDrum One NBP", "Regular", 24.0), ng::colour::White);
    shipInfo->set_border(1.0);
    shipInfo->set_margins(ng::margins(2.0));
    shipInfo->set_buddy(spaceshipSprite, ng::vec3{18.0, 18.0, 0.0});
    spritePlane->add_shape(shipInfo);
    spritePlane->sprites_painted([spritePlane](ng::graphics_context& aGraphicsContext)
    {
        aGraphicsContext.draw_text(ng::point(0.0, 0.0), "Hello, World!", spritePlane->font(), ng::colour::White);
    });
    spritePlane->physics_applied([spritePlane, &spaceshipSprite, shipInfo]()
    {
        const auto& keyboard = ng::app::instance().keyboard();
        spaceshipSprite.physics().set_acceleration({
            keyboard.is_key_pressed(ng::ScanCode_RIGHT) ? 16.0 : keyboard.is_key_pressed(ng::ScanCode_LEFT) ? -16.0 : 0.0,
            keyboard.is_key_pressed(ng::ScanCode_UP) ? 16.0 : keyboard.is_key_pressed(ng::ScanCode_DOWN) ? -16.0 : 0.0
        });
        if (keyboard.is_key_pressed(ng::ScanCode_X))
            spaceshipSprite.physics().set_spin_degrees(30.0);
        else if (keyboard.is_key_pressed(ng::ScanCode_Z))
            spaceshipSprite.physics().set_spin_degrees(-30.0);
        else
            spaceshipSprite.physics().set_spin_degrees(0.0);
        if (keyboard.is_key_pressed(ng::ScanCode_SPACE))
            spritePlane->add_sprite(std::make_shared<bullet>(spaceshipSprite));
        std::ostringstream oss;
        oss << "VELOCITY:  " << spaceshipSprite.physics().velocity().magnitude() << " m/s" << "\n";
        oss << "ACCELERATION:  " << spaceshipSprite.physics().acceleration().magnitude() << " m/s/s";
        shipInfo->set_value(oss.str());
    });
}
Exemple #2
0
void SDFloader::read(std::string file) {

  // delete eventually existing scene
  scene_.materials.clear();
  scene_.shapes.clear();
  scene_.cameras.clear();
  scene_.lights.clear();

  std::ifstream f;
  std::string s;

  f.open(file, std::ios::in);
  while (!f.eof()) {          // Solange noch Daten vorliegen
    getline(f, s);        // Lese eine Zeile

    std::istringstream iss(s);

    std::string sub;
    iss >> sub;

    if(sub == "define"){
      iss >> sub;
      if(sub == "material")
        add_material(iss);
      else if(sub == "shape")
        add_shape(iss);
      else if(sub == "camera")
        add_camera(iss);
      else if(sub == "light")
        add_light(iss);
    }
    else if(sub == "transform")
Exemple #3
0
 static void PopulateOutputShapesAttr(const std::vector<Variable>& src, AttrMap& dst)
 {
     auto& attr = dst["_output_shapes"];
     auto list = attr.mutable_list();
     for (auto output : src)
     {
         PopulateShape(output.Shape(), *list->add_shape());
     }
 }
Exemple #4
0
bool CollisionObject2D::_set(const StringName &p_name, const Variant &p_value) {
	String name = p_name;

	if (name.begins_with("shapes/")) {

		int idx = name.get_slicec('/', 1).to_int();
		String what = name.get_slicec('/', 2);
		if (what == "shape") {
			if (idx >= shapes.size())
				add_shape(RefPtr(p_value));
			else
				set_shape(idx, RefPtr(p_value));
		} else if (what == "transform")
			set_shape_transform(idx, p_value);
		else if (what == "trigger")
			set_shape_as_trigger(idx, p_value);
	} else
		return false;

	return true;
}