Exemple #1
0
Shuriken::Shuriken(const sf::Vector2f& position, const sf::Vector2f& velocity, Game* game)
	: Entity(position, game, "shuriken " + std::to_string(Id))
{
	++Id;

	sprite_.setTexture(game->getTextureManager().getTexture("spriteSheet"));
	sprite_.setTextureRect(sf::IntRect(0, 310, 20, 20));
	sprite_.setOrigin(sprite_.getLocalBounds().left + sprite_.getLocalBounds().width / 2.f, 
		sprite_.getLocalBounds().top + sprite_.getLocalBounds().height / 2.f);

	b2BodyDef bodyDef;
	bodyDef.position.Set(pixelsToMeters(position.x), pixelsToMeters(position.y));
	bodyDef.type = b2_dynamicBody;

	b2PolygonShape shape;
	shape.SetAsBox(pixelsToMeters(static_cast<float>(20)) / 2.f,
		pixelsToMeters(static_cast<float>(20)) / 2.f);

	body_ = game->getWorld()->CreateBody(&bodyDef);

	b2FixtureDef fixtureDef;
	fixtureDef.shape = &shape;
	fixtureDef.density = 1.f;
	fixtureDef.restitution = 0.f;
	fixtureDef.isSensor = true;

	body_->CreateFixture(&fixtureDef);
	body_->SetFixedRotation(false);
	body_->SetUserData(this);
	body_->SetGravityScale(0.f);
	body_->ApplyLinearImpulse(b2Vec2(velocity.x, velocity.y), body_->GetWorldCenter(), true);
	body_->SetAngularVelocity(10.f);

	sprite_.setPosition(metersToPixels(body_->GetPosition().x), metersToPixels(body_->GetPosition().y));
}
Exemple #2
0
Finish::Finish(const sf::Vector2f& position, Game* game)
	: Entity(position, game, "finish")
{
	sprite_.setTexture(game->getTextureManager().getTexture("spriteSheet"));
	sprite_.setTextureRect(sf::IntRect(0, 335, 32, 32));
	sprite_.setOrigin(sprite_.getLocalBounds().left + sprite_.getLocalBounds().width / 2.f, 
		sprite_.getLocalBounds().top + sprite_.getLocalBounds().height / 2.f);

	b2BodyDef bodyDef;
	bodyDef.position.Set(pixelsToMeters(position.x), pixelsToMeters(position.y));

	b2PolygonShape shape;
	shape.SetAsBox(pixelsToMeters(static_cast<float>(sprite_.getTexture()->getSize().x)) / 2.f,
		pixelsToMeters(static_cast<float>(sprite_.getTexture()->getSize().y)) / 2.f);

	body_ = game->getWorld()->CreateBody(&bodyDef);

	b2FixtureDef fixtureDef;
	fixtureDef.shape = &shape;
	fixtureDef.density = 1.f;
	fixtureDef.isSensor = true;

	body_->CreateFixture(&fixtureDef);
	body_->SetGravityScale(0.f);
	body_->SetFixedRotation(true);
	body_->SetUserData(this);

	sprite_.setPosition(metersToPixels(body_->GetPosition().x), metersToPixels(body_->GetPosition().y));
}
Exemple #3
0
void Renderer::drawCircle(const b2Vec2& center, float32 radius, Uint8 red, Uint8 green, Uint8 blue, Uint8 alpha, bool filled){
	b2Vec2 coords = toScreenCoords(center);

	if(filled){
		filledCircleRGBA(renderer, (Sint16) coords.x, (Sint16) coords.y, (Sint16) metersToPixels(radius), red, green, blue, alpha);
	}else{
		circleRGBA(renderer, (Sint16) coords.x, (Sint16) coords.y, (Sint16) metersToPixels(radius), red, green, blue, alpha);
	}
}
void Ball::draw()
{

	glColor3f(1.f, 1.f, 1.f);
	ballImage->drawAt(metersToPixels(Xpos), metersToPixels(Ypos), true);

	if (ballStatsLabel)
		ballStatsLabel->draw(1200, 550);
	if (xPosLabel)
		xPosLabel->draw(1200, 520);
	if (yPosLabel)
		yPosLabel->draw(1200, 500);
	if (accelYLabel)
		accelYLabel->draw(1200, 480);
	if (accelXLabel)
		accelXLabel->draw(1200, 460);	
	if (yVelLabel)
		yVelLabel->draw(1200, 440);
	if (xVelLabel)
		xVelLabel->draw(1200, 420);
}
Exemple #5
0
Bullet::Bullet(const sf::Vector2f& position, int direction, Game* game)
	: Entity(position, game, "bullet " + std::to_string(Id))
	, Speed(0.5f)
	, TextureWidth(16)
	, TextureHeight(16)
{
	++Id;

	sprite_.setTexture(game->getTextureManager().getTexture("spriteSheet"));
	sprite_.setTextureRect(sf::IntRect(0, 0, TextureWidth, TextureHeight));
	sprite_.setOrigin(sprite_.getLocalBounds().left + sprite_.getLocalBounds().width / 2.f, 
		sprite_.getLocalBounds().top + sprite_.getLocalBounds().height / 2.f);

	b2BodyDef bodyDef;
	bodyDef.position.Set(pixelsToMeters(position.x), pixelsToMeters(position.y));
	bodyDef.type = b2_dynamicBody;

	b2PolygonShape shape;
	shape.SetAsBox(pixelsToMeters(static_cast<float>(TextureWidth)) / 2.f,
		pixelsToMeters(static_cast<float>(TextureHeight)) / 2.f);

	body_ = game->getWorld()->CreateBody(&bodyDef);

	b2FixtureDef fixtureDef;
	fixtureDef.shape = &shape;
	fixtureDef.density = 1.f;
	fixtureDef.restitution = 0.f;
	fixtureDef.isSensor = true;

	body_->CreateFixture(&fixtureDef);
	body_->SetFixedRotation(true);
	body_->SetUserData(this);
	body_->SetGravityScale(0.f);
	body_->ApplyLinearImpulse(b2Vec2(Speed * direction, 0.f), body_->GetWorldCenter(), true);

	sprite_.setPosition(metersToPixels(body_->GetPosition().x), metersToPixels(body_->GetPosition().y));
}
Exemple #6
0
void Bullet::update(sf::Time delta)
{
	sprite_.setPosition(metersToPixels(body_->GetPosition().x), metersToPixels(body_->GetPosition().y));
}
Exemple #7
0
b2Vec2 Renderer::toScreenCoords(const b2Vec2 &position){
	return b2Vec2 (
			std::round(width * PADDING_PERCENT) + metersToPixels(position.x),
			std::round(height * PADDING_PERCENT) + metersToPixels(position.y)
	);
}
Exemple #8
0
void Shuriken::update(sf::Time delta)
{
	sprite_.setPosition(metersToPixels(body_->GetPosition().x), metersToPixels(body_->GetPosition().y));
	sprite_.setRotation(body_->GetAngle() * (180.f / 3.14159f));
}