Exemple #1
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	void resetBall() {
		FloatRect p = player.getGlobalBounds();
		FloatRect b = ball.getGlobalBounds();
		ball.setPosition(p.left + p.width/2 + 5, p.top);
		ballSpeed.x = 0.1f;
		ballSpeed.y = -0.3f;
	}
void UIComponentImage::onRender(GraphicsDevice* renderer, UIView* view)
{
	RectangleShape backgroundRect;
	backgroundRect.setRect(view->getBounds());
	if(mTexture) backgroundRect.setTexture(mTexture);
	renderer->draw(backgroundRect);
}
void UIComponentTreeView::onRender(Renderer* renderer, UIView* view)
{
	// Draw a black background on the ROOT tree view
	if(mSubTreeLevel == 0)
	{
		RectangleShape back;
		back.setRect(view->getBounds());
		back.setColor(Color(36,36,36));
		renderer->draw(back);
	}
	/*else if(mSubTreeLevel == 1)
	{
		RectangleShape back;
		back.setRect(view->getBounds());
		back.setColor(Color::Grass);
		renderer->draw(back);
	}
	else if(mSubTreeLevel == 2)
	{
		RectangleShape back;
		back.setRect(view->getBounds());
		back.setColor(Color::Bittersweet);
		renderer->draw(back);
	}
	else if(mSubTreeLevel == 3)
	{
		RectangleShape back;
		back.setRect(view->getBounds());
		back.setColor(Color::Lavender);
		renderer->draw(back);
	}*/
}
Exemple #4
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	Wire(float mX, float mY)
	{
		line.setSize(Vector2f(5, 5));
		line.setPosition(mX, mY);
		line.setFillColor(Color::Red);
				
	}
Exemple #5
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void RenderSystem::draw(GameObject* gameObject)
{
	RenderComponent* render = gameObject->getComponent<RenderComponent>();
	if (render != nullptr)
	{
		RectangleShape shape = *render->getDrawable();

		TransformComponent* transform = gameObject->getComponent<TransformComponent>();
		if (transform != nullptr)
		{
			shape.setPosition(transform->getPosition());
		}
		else
		{
			BoardComponent* boardComp = gameObject->getComponent<BoardComponent>();
			if (boardComp != nullptr && mBoard != nullptr)
			{
				Vector2i boardPos = boardComp->getPosition();
				shape.setPosition(mBoard->getTilePosition(boardPos.x, boardPos.y));
			}
		}

		mWindow->draw(shape);
	}
}
Exemple #6
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	// The constructor is almost identical to the `Paddle` one.
	Brick(float mX, float mY) 
	{ 
		shape.setPosition(mX, mY);
		shape.setSize({blockWidth, blockHeight});
		shape.setFillColor(Color::Yellow);
		shape.setOrigin(blockWidth / 2.f, blockHeight / 2.f);
	}
Exemple #7
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/*
Determine si le bouton de la boite de dialogue selectionné par le clic
de la souris est celui d'annulation.
*/
bool MainTool::isCancelClicked(int x, int y)
{
	Text ok;
	ok.setFont(font);
	ok.setString("Sauver");
	ok.setCharacterSize(12);
	FloatRect fro = ok.getLocalBounds();

	Text cancel;
	cancel.setFont(font);
	cancel.setString("Annuler");
	cancel.setCharacterSize(12);
	FloatRect frc = cancel.getLocalBounds();

	cancel.setPosition((400 - 40 - fro.width - frc.width) / 2 + 30 + fro.width, 70);

	RectangleShape buttonCancel;
	buttonCancel.setSize(Vector2f(frc.width + 10, frc.height + 10));
	buttonCancel.setPosition(cancel.getPosition().x - 5, cancel.getPosition().y);

	if (buttonCancel.getGlobalBounds().contains(x, y))
		return true;
	else
		return false;
}
Exemple #8
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	void updatePlayer() {
		if (Keyboard::isKeyPressed(Keyboard::Left)) {
			player.move(-moveDistance * updateTime/50.0, 0);
		} else if (Keyboard::isKeyPressed(Keyboard::Right)) {
			player.move(moveDistance * updateTime/50.0, 0);
		}
	}
Exemple #9
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 Paddle(float mX, float mY)
 {
     shape.setPosition(mX, mY);
     shape.setSize({paddleWidth, paddleHeight});
     shape.setFillColor(Color::Red);
     shape.setOrigin(paddleWidth / 2.f, paddleHeight / 2.f);
 }
Exemple #10
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void    GameEngine::_initWall(RectangleShape &wall, const unsigned int size,
                              Color const &color, const Vector2f &pos)
{
    wall.setSize(Vector2f(25, size));
    wall.setOrigin(0, size);
    wall.setFillColor(color);
    wall.setPosition(pos);
}
	initialization_blocks(float x, float y, int count)
	{
		rectangle.setSize(RECTANGLES_SIZE);
		rectangle.setFillColor(Color::Blue);
		rectangle.setOrigin(RECTANGLES_SIZE.x / 2, RECTANGLES_SIZE.y / 2);
		pos.x = x;
		pos.y = y;
	}
void UIComponentScrollBar::onRender(Renderer* renderer, UIView* view)
{
	RectangleShape scrollBarBackground;
	scrollBarBackground.setSize(17.f, view->getSize().y);
	scrollBarBackground.setPosition(view->getPosition().x + view->getSize().y - 17.f, view->getPosition().y);
	scrollBarBackground.setColor(Color::Blue);
	renderer->draw(scrollBarBackground);

	renderer->draw(scrollBarPaddle);
}
Exemple #13
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//Точка входит в квадрат?
bool Check(RectangleShape rect, CircleShape shape){
	Vector2f coordrect = rect.getPosition();
	Vector2f coordshape = shape.getPosition();

	if (coordrect.x <= coordshape.x &&
		coordrect.y <= coordshape.y &&
		coordrect.x + rect.getSize().x >= coordshape.x &&
		coordrect.y + rect.getSize().y >= coordshape.y)
	{
		return true;
	}
	else { return false; }
}
Exemple #14
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KShape *RectangleShapeFactory::createDefaultShape(KResourceManager *) const
{
    RectangleShape *rect = new RectangleShape();

    rect->setBorder(new KLineBorder(1.0));
    rect->setShapeId(KoPathShapeId);

    QLinearGradient *gradient = new QLinearGradient(QPointF(0,0), QPointF(1,1));
    gradient->setCoordinateMode(QGradient::ObjectBoundingMode);

    gradient->setColorAt(0.0, Qt::white);
    gradient->setColorAt(1.0, Qt::green);
    rect->setBackground(new KGradientBackground(gradient));

    return rect;
}
	void update(float time, int number_block)
	{
		if (step == MOVE_DOWN)
			step_one(rectangle, time, pos.y, step);
		else if (step == MOVE_RIGHT_AND_UP)
			step_two(rectangle, time, pos.x, pos.y, step, number_block, rotation);
		else if (step == MOVE_RIGHT_AND_TURN)
			step_three(rectangle, time, number_block, pos.x, pos.y, step);
		else if (step == MOVE_DOWN_AND_CHANGE_SCALE)
			step_four(rectangle, time, number_block, pos.x, pos.y, step, size_y);
		else if (step == MOVE_LEFT)
			step_five(rectangle, time, number_block, pos.x, pos.y, step, size_y);
		rectangle.setScale(size_x, size_y);
		rectangle.setRotation(rotation);
		rectangle.setPosition(pos.x, pos.y);
	};
        void update() {
            shape.move(velocity);

            if(Keyboard::isKeyPressed(Keyboard::Key::Left) && left() > 0) { velocity.x = -paddleVelocity; }
            else if(Keyboard::isKeyPressed(Keyboard::Key::Right) && right() < windowWidth) { velocity.x = paddleVelocity; }
            else velocity.x = 0;
        }
Exemple #17
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void Snake::afficher(sf::RenderWindow * _window){
    int colorByQuad = 200/corps.size();
    for(int i=0;i<corps.size();i++){
        partCorps.setFillColor(Color(10,255-(i*colorByQuad),10));
        partCorps.setPosition(Vector2f(corps[i].x*partSize,corps[i].y*partSize));
        _window->draw(partCorps);
    }
    _window->draw(partFood);
    if(loose){
            RectangleShape tmp;
    tmp.setFillColor(Color(50,0,0,127));
    tmp.setPosition(0,0);
    tmp.setSize(Vector2f(largeur,hauteur));
        _window->draw(tmp);
        _window->draw(text);
        _window->draw(text2);
    }
}
void step_five(RectangleShape &rectangle, float time, int number_block, float &x, float &y, int &step, float &size_y)
{
	if (x > RECTANGLES_SIZE.x / 2)
		x -= time * 0.1;
	else {
		step = MOVE_DOWN;
		rectangle.setFillColor(Color::Blue);
	}
}
void step_one(RectangleShape &rectangle, float time, float &y, int &step)
{
	if (y > WINDOW_SIZE.y - RECTANGLES_SIZE.y / 2) {
		rectangle.setFillColor(Color::Magenta);
		step = MOVE_RIGHT_AND_UP;
	}
	else
		y += time * 0.1;
}
Exemple #20
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	Player(int player, float x, float y){
		// == Создание игрока ==
		rectangle.setPosition(Vector2f(x, y));		//Позиция игрока
		this->player = player;						//ID игрока
		rectangle.setSize(Vector2f(20, 20));		//Размер
		rectangle.setFillColor(Color::Green);		//Цвет

		// == Создание пушки ==
		Vector2f centerTank = { 0, 0 };
		centerTank.x = rectangle.getPosition().x + (rectangle.getSize().x / 2);	//Центр танка по x
		centerTank.y = rectangle.getPosition().y + (rectangle.getSize().y / 2);	//Центр танка по y

		turret.setPrimitiveType(LinesStrip);

		turret.append(centerTank);	//Начало пушки из танка
		centerTank.y -= 25;
		turret.append(centerTank);	//Смещение по y на 10
	};
void UIComponentTreeViewItem::onRender(Renderer* renderer, UIView* view)
{
	// Render this item full size

	/*RectangleShape back;
	back.setRect(view->getBounds());
	back.setColor(Color::Red);
	renderer->draw(back);*/

	// Render a little expandable flag if it applies
	if(mParent->getChildCount() > 0)
	{
		RectangleShape back;
		back.setRect(mParent->getChild(0)->getBounds());
		back.setSize(5.f, back.getSize().y);
		back.setColor(Color::Red);
		renderer->draw(back);
	}
}
void StateTransitionBlocks::onUpdate(const Time& time)
{
	if(!m_next)
	{
		remainingTime -= time.asSeconds();

		if(remainingTime <= 0.f && !positions.empty())
		{
			vec2 p = positions.back();
			positions.pop_back();

			RectangleShape shape;
			shape.setColor(Color::Black);
			shape.setSize(blockSize,blockSize);
			shape.setPosition(p.x, p.y);
			shapes.push_back(shape);

			remainingTime = 0.005f;
		}

		if(positions.empty())
			m_next = true;
	}
	else
	{
		remainingTime -= time.asSeconds();

		if(remainingTime <= 0.f)
		{
			if(shapes.size() > 0) shapes.pop_back();

			remainingTime = 0.005f;
		}

		if(shapes.empty())
		{
			Log("Transition ended");
			finish();
		}
	}

}
Exemple #23
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Quadtree::Quadtree(int level, RectangleShape bounds) :
        level_(level),
        bounds_(bounds)
{
    // Initialize children pointers to null
    for(int i = 0; i < 4; ++i)
        children_[i] = 0;

    if(Debug::enabled)
        std::cout << "Quadtree @ (" << bounds_.x() << ", " << bounds_.y() << ") -> (" <<
            bounds_.x() + bounds_.width() << ", " << bounds.y() + bounds_.height() << ")" << std::endl;
}
Exemple #24
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void GameArea::render()
{
	const int colWidth = zone.width / 3, rowHeight = zone.height / 3;

	RectangleShape nextNestedRect;
	if(gameStatus.nextNested == 9) // whole board
	{
		nextNestedRect.setSize(Vector2f(zone.width, zone.height));
		nextNestedRect.setPosition(zone.left, zone.top);
	}
	else // nested ttt
	{
		nextNestedRect.setSize(Vector2f(colWidth, rowHeight));
		nextNestedRect.setPosition((gameStatus.nextNested % 3) * colWidth + zone.left,
				(gameStatus.nextNested/3) * rowHeight + zone.top);
	}
	nextNestedRect.setFillColor(Color(0xBA, 0xAC, 0x44)); // Yellow
	win->draw(nextNestedRect);

	for(int row=0; row < 3; row++)
	{
		for(int col=0; col < 3; col++)
		{
			Rect<int> subZone(col * colWidth + zone.left, row * rowHeight + zone.top,
					colWidth, rowHeight);
			drawTTT(subZone, Color(0x25, 0x4e, 0xc4), 4, 0);
		}
	}

	drawTTT(zone, Color::Black, 8, 0);

	for(int over=0; over < 10; over++)
	{
		for(int nested=0; nested < 9; nested++)
		{
			switch(gameStatus.board[over][nested])
			{
				case CIRCLE:
					drawCircle(Cell(over, nested));
					break;
				case CROSS:
					drawCross(Cell(over, nested));
					break;
				default:
					break;
			}
		}
	}
	switch(gameStatus.winner)
	{
		case CIRCLE:
			drawCircle(zone, 0xff/2);
			break;
		case CROSS:
			drawCross(zone, 0xff/2);
			break;
		default:
			break;
	}
}
Exemple #25
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void Toolbar::drawBar(RenderWindow & window)
{
    int width = TILE_SIZE*(drawTools.size()+ mainTools.size()) + 40 + 5 * (drawTools.size() - 1);

    //build framework
    RectangleShape framework;
    framework.setPosition((window.getSize().x - width) / 2, 0);
    framework.setSize(Vector2f(width, TILE_SIZE+10));
    framework.setFillColor(Color(140,140,140,255));
    window.draw(framework);

    //Add tools
    for (int i = 0; i < drawTools.size()+mainTools.size(); i++)
    {
        if (i < drawTools.size())
        {
            drawTools[i]->setPosition(framework.getPosition().x + 10 + (TILE_SIZE + 5)*i, 5);
            window.draw(*drawTools[i]);
        }
        else
        {
            mainTools[i- drawTools.size()]->setPosition(framework.getPosition().x + 30 + (TILE_SIZE + 5)*i, 5);
            window.draw(*mainTools[i - drawTools.size()]);
        }
    }
}
Exemple #26
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void drawSprite(Sprite &spr, RenderTarget &target) {
	RectangleShape shape;
	Texture &sftexture = const_cast<Texture&>(*spr.getTexture());
	FloatRect r = spr.getLocalBounds();
	shape.setSize(Vector2f(r.width, r.height));
	shape.setOrigin(spr.getOrigin());
	shape.setRotation(spr.getRotation());
	shape.setPosition(spr.getPosition());
	shape.setScale(spr.getScale());
	shape.setTexture(spr.getTexture());
	shape.setFillColor(spr.getColor());
	sftexture.setRepeated(false);
	target.draw(shape);
	sftexture.setRepeated(true);
}
void step_two(RectangleShape &rectangle, float time, float &x, float &y, int &step, int number_block, float &rotation)
{
	if (x < WINDOW_SIZE.x - RECTANGLES_SIZE.x / 2) {
		x += time * 0.08;
		if (y > WINDOW_SIZE.y / 2)
			y -= time * 0.08;	
		else
			rotation += time * 0.105;
	}
	else {
		rotation = 540;
			step = MOVE_RIGHT_AND_TURN;
			rectangle.setFillColor(Color::Yellow);
	}
}
Exemple #28
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void Renderer::drawFilledRectangle(const Rectangle& t, Color color, optional<Color> outline) {
  addRenderElem([this, t, color, outline] {
      static RectangleShape r;
      r.setSize(Vector2f(t.getW(), t.getH()));
      r.setPosition(t.getPX(), t.getPY());
      r.setFillColor(color);
      if (outline) {
        r.setOutlineThickness(-2);
        r.setOutlineColor(*outline);
      } else
        r.setOutlineThickness(0);
      display.draw(r);
  });
}
Exemple #29
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	void update() 
	{ 
		shape.move(velocity); 		

		// To move the paddle, we check if the user is pressing
		// the left or right arrow key: if so, we change the velocity.		

		// To keep the paddle "inside the window", we change the velocity
		// only if its position is inside the window.
		if(Keyboard::isKeyPressed(Keyboard::Key::Left) 
			&& left() > 0) velocity.x = -paddleVelocity;
		else if(Keyboard::isKeyPressed(Keyboard::Key::Right) 
			&& right() < windowWidth) velocity.x = paddleVelocity;

		// If the user isn't pressing anything, stop moving.
		else velocity.x = 0;
	}	
Exemple #30
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void Game::interfejs(float hp, float bullets, Text &h, Text &b, Vector2f poz, float magazynek, int runda, Text &round, int ile_zombii, Text &licznik_zombie, Text &gun_name, string gun, RectangleShape &sprint, bool isSprint, Time czas)
{
	h.setString("hp: "+to_string((int)hp));
	b.setString("bullets: "+to_string((int)magazynek)+" / " +to_string((int)bullets));
	h.setPosition(poz.x + 1280 / 2-80, poz.y - 360+20);
	b.setPosition(poz.x + 1280 / 2 - 265, poz.y + 360 - 40);
	gun_name.setString(gun);
	gun_name.setPosition(poz.x + 1280 / 2 - 265, poz.y + 360 - 80);
	round.setString("round: " + to_string(runda));
	round.setPosition(poz.x - 1280 / 2 + 10, poz.y + 360 - 40);
	licznik_zombie.setString("zombies left to kill: " + to_string(ile_zombii));
	licznik_zombie.setPosition(poz.x - 1280 / 2 +10 , poz.y - 360 + 20);
	sprint.setPosition(poz.x + 1280 / 2 - 90, poz.y - 360 + 70);
	if(isSprint && sprint.getSize().x >0)
	sprint.setSize(Vector2f(sprint.getGlobalBounds().width -(15.0f*czas.asSeconds()), sprint.getGlobalBounds().height ));
	else
	{
		if(sprint.getSize().x <= 15*5)sprint.setSize(Vector2f(sprint.getGlobalBounds().width + (7.5f*0.5f*czas.asSeconds()), sprint.getGlobalBounds().height));
	}
}