////////////////////////////////////////////////////////////////////
// Использую потом (не ВКЛЮЧЕНА)
void MainPerson::computeAngle(RenderWindow &window)
{
	Vector2i pixelPos = Mouse::getPosition(window);//забираем коорд курсора
	Vector2f pos = window.mapPixelToCoords(pixelPos);//переводим их в игровые (уходим от коорд окна)

	float dX = pos.x - spriteEntity->getPosition().x - width / 2;//вектор , колинеарный прямой, которая пересекает спрайт и курсор
	float dY = pos.y - spriteEntity->getPosition().y - height / 2;//он же, координата y
	rotation = (atan2(dY, dX)) * 180 / PI;//получаем угол в радианах и переводим его в градусы
}
void Entity::computeAngle(RenderWindow &window)
{
	Vector2i pixelPos = Mouse::getPosition(window);
	Vector2f pos = window.mapPixelToCoords(pixelPos);
	sizeSprite &size = type->featuresSprite.size;
	float dX = pos.x - spriteEntity->getPosition().x - size.width / 2;
	float dY = pos.y - spriteEntity->getPosition().y - size.height / 2;
	rotation = (atan2(dX , dY)) * 180 / PI - 180;
	if (rotation < 0) {
		rotation += 360;
	}
}
Exemple #3
0
//map<color, Color> colors = {
//    { Black, Color::Black },
//    { White, Color::White },
//    { Red, Color::Red },
//    { Green, Color::Green },
//    { Blue, Color::Blue },
//    { Yellow, Color::Yellow },
//    { Magenta, Color::Magenta },
//    { Cyan, Color::Cyan },
//    { Transparent, Color::Transparent },
//    { Orange, Color(255, 128, 0) }
//};
////////////////////////// this returns a lambda //////////////////////////
function<void()>
////////////////////////// TYPE APP NAME ON LINE BELOW //////////////////////////
mine_solver

(RenderWindow&window, ui &UI) {
    return [&window, &UI]() {
#ifndef COMMON_INITS
        //void smoothmouse(RenderWindow&window, ui &UI){

        // tidy code organization, here we predeclare methods just like a header would, it's redundant but necessary
        function<void()> draw, loop, init, update;
        function<void(Vec2 pos)> mousemoved;
        function<void(sf::Mouse::Button button)> mouseclick, mouserelease;
        function<void(Event&e)> treatotherevent;
        function<void(Keyboard::Key k)> treatkeyevent;

        // we don't have a class/interface/struct with data, everything is local to this function, like a classic stack that all programs are anyway.
        Texture cursor_tx;
        Sprite cursor;
        configfile cfg;
        cfg.init("bedlab.cfg");
        Color background = cfg.getvar<Color>("background");
        if (!cursor_tx.loadFromFile(cfg.getstr("cursor")))
            cout << "did not load cursor" << endl;
        cursor.setTexture(cursor_tx);
        cursor.setOrigin(3, 3);
        window.setMouseCursorVisible(false);
        Vec2 mpos;
        bool leftclicked = false, rightclicked = false;

        // view and zoom
        View view, ui_view;
        ui_view = view = window.getDefaultView();
        float zoomlevel = 1;
        Vec2 mpos_abs;
#endif // COMMON_INITS
        // ************************ CODE BEGIN ************************

        barstack bst(FONT, FONTSIZE);
        slider_finder sl;


        randgenfloat cell_rnd(0, 16);
        //grd.
        vector<string> mines_str =
        {
            "               ",
            "   21114X411   ",
            "   3X22XX212   ",
            "   X3--4433X   ",
            "   23--4XX3X   ",
            "   1X4---433   ",
            "   12X4--4X2   ",
            "   123X3XX3X   ",
            "   2X2122221   ",
            "               "

        };

        int w = mines_str[0].length();
        int h = mines_str.size();
        vector<int> mine_states(h*w);
        grid grd;
        grd.screen_init(Vec2u(window.getSize()), Vec2u( w,h ), true);


        /*
        1-8: surrounding mines
        0 no mine, "clear"
        -1: unknown
        -2 mine
        
        */
        map<char, int> lookup =
        {
            { '-',-1 },
            { 'X',-2 },
            { ' ',0 }
        };


        int i = 0;
        logfile lg("minelog.txt");
        lg.logw(to_str("i", "j", "index", "value"));

        for (auto&a : mines_str)
        {
            int j = 0;
            for (auto&b : a)
            {
                int value = -10;

                //value =
                //    lookup.count(b) ?
                //    lookup[b]
                //    : (b > '0' || b <= '9') ?
                //        int(b - '0')
                //        : value;
                //msg(value);
                if (lookup.count(b)) value = lookup[b];
                else if (b > '0' || b <= '9')value = int(b - '0');

                int index = getat(j, i, w);
                mine_states[index] = value;

                //msgm(i,j,index, value);
                lg.logw(to_str(i,j,index, value));
                ++j;
            }
            ++i;
        }

        map<int, Color> mine_colors =
        {
            { -2,Color::Red },
            { -1,Color::Cyan },
            { 0,Color::Black }

        };
        msg(mine_states);
        i = 0;
        for (auto&a : mine_states)
        {
            if(a > 0)
                grd.texts[i].setString(to_str(a));
            else
                grd.cells[i].setFillColor(mine_colors[a]);
            //grd.texts2[i].setString(to_str(i));
            //grd.texts3[i].setString(to_str(getat(i,w)));
            ++i;
        }

        auto analyse = [&mine_states, w, h, &grd]()
        {
            vector<Vec2i> offsets = {
                { -1,-1 },
                { 1,-1 },
                { -1,1 },
                { 1,1 },
                { 0,-1 },
                { -1,0 },
                { 0,1 },
                { 1,0 }
            };

            int i = 0;
            for (auto&a : mine_states)
            {
                auto pos = getat(i, w);
                int unknown = 0, is_mine = 0;
                for (auto&off : offsets)
                {
                    auto cell = pos + off;
                    int cell_index = getat(cell,w);
                    if (cell_index < 0
                        || cell_index >= mine_states.size()
                        || cell.x < 0
                        || cell.x > w) continue;
                    switch (mine_states[cell_index])
                    {
                        case -1: ++is_mine; break; //unknown
                        case -2: ++unknown; break; //mine
                    }
                }
                int mine_left = a - is_mine;
                float prob = mine_left / unknown;
                ++i;
            }
        };
        
        auto nearest_pt = mkcircle({ 0, 0 }, Color::Transparent, 10);
        nearest_pt.setOutlineThickness(2);
        // ************************ INITS END **********************
        //then we actually define the functions, note how all function captures the local context by reference
#ifndef LOOP_LAMBDAS
        draw = [&]() {
            window.setView(view);
            // object draw, AFTER normal view

            //////////////// obj draw START ////////////////
            for (auto&a : glob_pts)window.draw(a);
            for (auto&a : glob_rects)window.draw(a);
            for (auto&a : glob_vert)window.draw(a);
            for (auto&a : glob_texts)window.draw(a);
            window.draw(nearest_pt);
            grd.draw(window);


            //////////////// obj draw END ////////////////
            // UI draw, AFTER ui view and BEFORE other draw
            window.setView(ui_view);
            bst.draw(window);
            // nothing after here please
            UI.draw(window);
            window.draw(cursor);
        };
        update = [&]() {

        };
        treatkeyevent = [&](Keyboard::Key k) {
            switch (k)
            {
            case Keyboard::BackSpace:
                glob_pts.clear();
                glob_texts.clear();
                glob_rects.clear();
                glob_vert.clear();
                break;
            case Keyboard::Space:

                break;
            case Keyboard::Q: break;
            }
        };
        mousemoved = [&](Vec2 pos) {
            cursor.setPosition(pos);
            if (leftclicked) sl.mouse_callback(pos);
        };
        mouseclick = [&](sf::Mouse::Button button) {
            if (button == Mouse::Button::Left) leftclicked = true;
            if (button == Mouse::Button::Right) rightclicked = true;
        };
        mouserelease = [&](sf::Mouse::Button button) {
            if (button == Mouse::Button::Left) leftclicked = false;
            if (button == Mouse::Button::Right) rightclicked = false;
            sl.release();
        };
        loop = [&]() {
            while (window.isOpen())
            {
                sf::Event event;
                while (window.pollEvent(event))
                {
                    switch (event.type)
                    {
                    case sf::Event::KeyPressed:
                        if (event.key.code == sf::Keyboard::Escape)
                            window.close();
                        treatkeyevent(event.key.code);
                        break;
                    case sf::Event::Closed:
                        window.close();
                        break;
                    case sf::Event::MouseButtonPressed:
                        mouseclick(event.mouseButton.button);
                        break;
                    case sf::Event::MouseButtonReleased:
                        mouserelease(event.mouseButton.button);
                        break;
                    case sf::Event::MouseMoved:
                        mpos = Vec2(event.mouseMove.x, event.mouseMove.y);
                        mousemoved(mpos);
                        break;
                    default:
                        treatotherevent(event);
                        break;
                    }
                }

                window.clear(background);
                update();
                draw();
                window.display();
            }
        };
        treatotherevent = [&](Event&e) {
            if (e.type == Event::MouseWheelMoved && e.mouseWheel.delta)
            {
                mpos_abs = window.mapPixelToCoords(Vec2i(mpos), view);

                //view = window.getView();
                if (e.mouseWheel.delta < 0)
                {
                    zoomlevel *= 2.f;
                    view.setSize(view.getSize()*2.f);
                    view.setCenter(interp(mpos_abs, view.getCenter(), 2.f));
                    //view.setCenter(interp(mpos_abs, view.getCenter(), 2.f));
                }
                if (e.mouseWheel.delta > 0)
                {
                    zoomlevel *= 0.5;
                    view.setSize(view.getSize()*.5f);
                    view.setCenter(.5f*(view.getCenter() + mpos_abs));
                    //view.setCenter(.5f*(view.getCenter() + mpos_abs));
                }
                window.setView(view);
            }
        };
        loop();
#endif // LOOP_LAMBDAS
    };
}
bool StartGame(RenderWindow & window, Game & game)
{
	Level lvl;
	lvl.LoadFromFile(GetLevelNumb(game));
	Image image;
	Texture texture;
	if (!image.loadFromFile("images/lvl1.png"))
		cout << "Error loading image from file " << endl;
	image.createMaskFromColor(Color(0, 128, 0));
	if (!texture.loadFromImage(image))
		cout << "Error loading texture from image " << endl;

	Sprite heartSprite;
	heartSprite.setTexture(texture);
	heartSprite.setTextureRect(IntRect(395, 151, 54, 46));
	heartSprite.setScale(0.3f, 0.3f);

	Sprite lifeSprite;
	lifeSprite.setTexture(texture);
	lifeSprite.setTextureRect(IntRect(457, 149, 29, 29));
	lifeSprite.setScale(0.8f, 0.8f);

	Font font;
	font.loadFromFile("fonts/pixel.ttf");
	Text text("", font, 25);

	game.graphic.statistic.heart = heartSprite;
	game.graphic.statistic.life = lifeSprite;
	game.graphic.text = text;
	game.isPause = true;
	game.restart = false;

	vector <Enemy*>  enemies;
	std::vector<Object> e = lvl.GetObjects("easyEnemy");
	for (Object i : e)
		enemies.push_back(new Enemy(texture, "easyEnemy", i.rect.left, i.rect.top, 53, 28));

	e = lvl.GetObjects("flyEnemy");
	for (Object i : e)
		enemies.push_back(new Enemy(texture, "flyEnemy", i.rect.left, i.rect.top, 38, 36));
	
	
	if (lvl.IsExist("trap"))
	{
		e = lvl.GetObjects("trap");
		for (Object i : e)
			enemies.push_back(new Enemy(texture, "trap", i.rect.left, i.rect.top, 32, 18));
	}


	vector <Portal*> portals;
	vector <Bullet*> bullets;
	vector <Object> objects = lvl.GetAllObjects();
	Clock clock;

	SoundBuffer shootBuffer;
	shootBuffer.loadFromFile("sound/shoot.wav");
	Sound shoot(shootBuffer);

	SoundBuffer portalBuffer;
	portalBuffer.loadFromFile("sound/portal.wav");
	Sound portal(portalBuffer);

	SoundBuffer teleportBuffer;
	teleportBuffer.loadFromFile("sound/teleport.wav");
	Sound teleport(teleportBuffer);

	SoundBuffer damageBuffer;
	damageBuffer.loadFromFile("sound/damage.wav");
	Sound damage(damageBuffer);

	SoundBuffer deathBuffer;
	deathBuffer.loadFromFile("sound/damage.wav");
	Sound gameOver(deathBuffer);

	Music music;
	music.openFromFile("sound/musicGame.ogg");
	music.play();

	Object playerObject = lvl.GetObject("player");
	Player player(texture, "Player1", playerObject.rect.left, playerObject.rect.top, 32, 32);
	player.health = game.health;
	player.heart = game.hearts;

	while (window.isOpen() && (!game.restart))
	{
		float time = float(clock.getElapsedTime().asMicroseconds());
		clock.restart();
		time = time / 800;
		Event event;
		Vector2i pixelPos = Mouse::getPosition(window);
		Vector2f pos = window.mapPixelToCoords(pixelPos);
		while (window.pollEvent(event))
		{
			if (event.type == sf::Event::Closed || (Keyboard::isKeyPressed(Keyboard::Escape) && game.isPause))
			{
				window.close();
				game.restart = false;
			}
			if (event.type == Event::MouseButtonPressed)
			{
				pos.y = float(player.teleportY);
				if ((event.key.code == Mouse::Left) && (player.doesOpenPortal))
				{
					CreatePortal(portals, game, "blue", pos, texture);
					portal.play();
				}
				else if (event.key.code == Mouse::Right && (player.doesOpenPortal))
				{
					CreatePortal(portals, game, "yellow", pos, texture);
					portal.play();
				}
			}
			if (player.isTeleporting)
			{
				TeleportPlayer(player, portals);
				teleport.play();
			}
			if (Keyboard::isKeyPressed(Keyboard::Return))
			{
				game.isPause = false;
			}
			if (Keyboard::isKeyPressed(Keyboard::P))
			{
				game.isPause = true;
			}
			if (Keyboard::isKeyPressed(Keyboard::Tab) && game.isPause) 
			{ 
				game.restart = true; 
			}
		}
		if (player.isExit)
		{
			if (game.isEndLevel)
			{
				game.isPause = true;
			}
			else
			{
				game.level++;
				game.restart = true;
				game.health = player.health;
				game.hearts = player.heart;
			}
		}
		for (auto *e : enemies)
		{
			if ((*e).name == "flyEnemy" && (*e).isShoot)
			{
				CreateBullet(bullets, (*e).GetRect(), player, texture);
				shoot.play();
			}
		}
		EntitiesIntersection(player, enemies, portals, bullets, damage);
		if (player.alive)
		{
			setPlayerCoordinateForView(game.camera, player.GetPos().x, player.GetPos().y);
		}
		if (!game.isPause)
		{
			UpdateEnemies(objects, enemies, time, player);
			UpdatePortals(portals, time);
			UpdateBullets(objects, bullets, time);
			player.Update(objects, time, pos, game.portalH);
		}
		window.setView(game.camera);
		window.clear();
		lvl.Draw(window);
		DrawEnemies(window, enemies);
		DrawPortals(window, portals);
		DrawBullets(window, bullets);
		DrawStatistic(window, &game, player, game.camera);
		window.draw(player.sprite);
		DrawAllMessages(player, game, window);
		music.setLoop(true);
		window.display();
	}
	return game.restart;
}
Exemple #5
0
function<void()>
////////////////////////// TYPE APP NAME ON LINE BELOW //////////////////////////
delaun_distr

(RenderWindow&window, ui &UI) {
	return [&window, &UI]() {
#ifndef COMMON_INITS
		//void smoothmouse(RenderWindow&window, ui &UI){

		// tidy code organization, here we predeclare methods just like a header would, it's redundant but necessary
		function<void()> draw, loop, init, update;
		function<void(Vec2 pos)> mousemoved;
		function<void(sf::Mouse::Button button)> mouseclick, mouserelease;
		function<void(Event&e)> treatotherevent;
		function<void(Keyboard::Key k)> treatkeyevent;

		// we don't have a class/interface/struct with data, everything is local to this function, like a classic stack that all programs are anyway.
		Texture cursor_tx;
		Sprite cursor;
		configfile cfg;
		cfg.init("bedlab.cfg");
		Color background = cfg.getvar<Color>("background");
		if (!cursor_tx.loadFromFile(cfg.getstr("cursor")))
			cout << "did not load cursor" << endl;
		cursor.setTexture(cursor_tx);
		cursor.setOrigin(3, 3);
		window.setMouseCursorVisible(false);
		Vec2 mpos;
		bool leftclicked = false, rightclicked = false;

		// view and zoom
		View view, ui_view;
		ui_view = view = window.getDefaultView();
		float zoomlevel = 1;
		Vec2 mpos_abs;
#endif // COMMON_INITS
		// ************************ CODE BEGIN ************************
		
		auto random_graph = [](int pick_count, float distrib_radius)
		{
			vector<pair<int,Vec2>> points;
			vector<pair<int, int>> graph;
			

			//float distrib_radius;// = cfg.getvar<float>("distrib_radius");

			paused_distr paus_distr(distrib_radius, 5, 321);
			//int winheight = cfg.getvar<Vec2i>("windowsize").y;
			//scaler scl(winheight*0.9f, { 0,0 });

			DelaunayTriangulation dela(1, 1);

			//int pick_count = cfg.getvar<int>("pick_count");
			for (int i = 0; i < pick_count; ++i)
			{
				Vec2 cand;
				int retcode = -1;
				do
				{
					retcode = paus_distr.pick5(cand);
				} while (retcode == 2);
				if (retcode != -1 && retcode != 0)
				{
					dela.AddPoint(Point(cand.x, cand.y));
					//glob_pts.push_back(mkcircle(scl(cand), Color::White, .5f));
					//glob_pts.push_back(mkcircle(scl(cand), Color::White, 3.f));
					points.push_back({ points.size(),cand });
				}

			}
			//msg(glob_pts.size());
			for (auto&triangle : dela.triangles)
			{
				int
					a = triangle.get()->v[0],
					b = triangle.get()->v[1],
					c = triangle.get()->v[2];
				Point
					A = dela.points[a],
					B = dela.points[b],
					C = dela.points[c];
				if (
					A.x == 0 || A.x == 1
					|| A.y == 0 || A.y == 1
					|| B.x == 0 || B.x == 1
					|| B.y == 0 || B.y == 1
					|| C.x == 0 || C.x == 1
					|| C.y == 0 || C.y == 1
					)
				{
					continue;
				}

				graph.push_back({a,b});
				graph.push_back({b,c});
				graph.push_back({a,c});

				// those are the ones!
				//segment(scl(Vec2(A.x, A.y)), scl(Vec2(B.x, B.y)));
				//segment(scl(Vec2(C.x, C.y)), scl(Vec2(B.x, B.y)));
				//segment(scl(Vec2(A.x, A.y)), scl(Vec2(C.x, C.y)));

				//segment(Vec2(A.x, A.y), Vec2(B.x, B.y));
				//segment(Vec2(C.x, C.y), Vec2(B.x, B.y));
				//segment(Vec2(A.x, A.y), Vec2(C.x, C.y));
				//segment(pts[a], pts[b]);
				//segment(pts[a], pts[c]);
				//segment(pts[c], pts[b]);
			}
			return make_pair(points, graph);
		};


		float distrib_radius = cfg.getvar<float>("distrib_radius");

		paused_distr paus_distr(distrib_radius, 5, 321);
		int winheight = cfg.getvar<Vec2i>("windowsize").y;
		scaler scl(winheight*0.9f, { 0,0 });

		DelaunayTriangulation dela(1, 1);

		int pick_count = cfg.getvar<int>("pick_count");
		for(int i = 0; i < pick_count; ++i)
		{ 
			Vec2 cand;
			int retcode = -1;
			do
			{
				retcode = paus_distr.pick5(cand);
			} while (retcode == 2);
			if (retcode != -1 && retcode != 0)
			{
				dela.AddPoint(Point(cand.x, cand.y));

				//glob_pts.push_back(mkcircle(scl(cand), Color::White, .5f));
				glob_pts.push_back(mkcircle(scl(cand), Color::White, 3.f));
			}

		}
        msg(glob_pts.size());
		for (auto&triangle : dela.triangles)
		{
			int
				a = triangle.get()->v[0],
				b = triangle.get()->v[1],
				c = triangle.get()->v[2];
			Point
				A = dela.points[a],
				B = dela.points[b],
				C = dela.points[c];
			if (
				A.x == 0 || A.x == 1
				|| A.y == 0 || A.y == 1
				|| B.x == 0 || B.x == 1
				|| B.y == 0 || B.y == 1
				|| C.x == 0 || C.x == 1
				|| C.y == 0 || C.y == 1
				) 
			{
				continue;
			}
			
			segment(scl(Vec2(A.x, A.y)), scl(Vec2(B.x, B.y)));
			segment(scl(Vec2(C.x, C.y)), scl(Vec2(B.x, B.y)));
			segment(scl(Vec2(A.x, A.y)), scl(Vec2(C.x, C.y)));
			//segment(Vec2(A.x, A.y), Vec2(B.x, B.y));
			//segment(Vec2(C.x, C.y), Vec2(B.x, B.y));
			//segment(Vec2(A.x, A.y), Vec2(C.x, C.y));
			//segment(pts[a], pts[b]);
			//segment(pts[a], pts[c]);
			//segment(pts[c], pts[b]);
		}

		barstack bst(FONT, FONTSIZE);
		slider_finder sl;
		size_t edit_mode = 1;

		// ************************ INITS END ************************
		//then we actually define the functions, note how all function captures the local context by reference
#ifndef LOOP_LAMBDAS
		draw = [&]() {
			window.setView(view);
			// object draw, AFTER normal view

			//Vec2 cand;
			//int retcode = -1;
			//do
			//{
			//	retcode = paus_distr.pick4(cand);
			//} while (retcode == 2);
			//if (retcode != -1 && retcode != 0)
			//{
			//	//glob_pts.push_back(mkcircle(scl(cand), Color::White, .5f));
			//	glob_pts.push_back(mkcircle(scl(cand), Color::White, .5f));
			//}


			//////////////// obj draw START ////////////////
			for (auto&a : glob_pts)window.draw(a);
			for (auto&a : glob_rects)window.draw(a);
			for (auto&a : glob_vert)window.draw(a);
			for (auto&a : glob_texts)window.draw(a);
			//window.draw(nearest_pt);

			//////////////// obj draw END ////////////////
			// UI draw, AFTER ui view and BEFORE other draw
			window.setView(ui_view);
			bst.draw(window);
			// nothing after here please
			UI.draw(window);
			window.draw(cursor);
		};
		update = [&]() {

		};
		treatkeyevent = [&](Keyboard::Key k) {
			switch (k)
			{
			case Keyboard::BackSpace:
				glob_pts.clear();
				glob_texts.clear();
				glob_rects.clear();
				glob_vert.clear();
				break;
			case Keyboard::Space:

				break;
			case Keyboard::Q: break;
			}
		};
		mousemoved = [&](Vec2 pos) {
			cursor.setPosition(pos);
			if (leftclicked) sl.mouse_callback(pos);
		};
		mouseclick = [&](sf::Mouse::Button button) {
			if (button == Mouse::Button::Left) leftclicked = true;
			if (button == Mouse::Button::Right) rightclicked = true;
		};
		mouserelease = [&](sf::Mouse::Button button) {
			if (button == Mouse::Button::Left) leftclicked = false;
			if (button == Mouse::Button::Right) rightclicked = false;
			sl.release();
		};
		loop = [&]() {
			while (window.isOpen())
			{
				sf::Event event;
				while (window.pollEvent(event))
				{
					switch (event.type)
					{
					case sf::Event::KeyPressed:
						if (event.key.code == sf::Keyboard::Escape)
							window.close();
						treatkeyevent(event.key.code);
						break;
					case sf::Event::Closed:
						window.close();
						break;
					case sf::Event::MouseButtonPressed:
						mouseclick(event.mouseButton.button);
						break;
					case sf::Event::MouseButtonReleased:
						mouserelease(event.mouseButton.button);
						break;
					case sf::Event::MouseMoved:
						mpos = Vec2(event.mouseMove.x, event.mouseMove.y);
						mousemoved(mpos);
						break;
					default:
						treatotherevent(event);
						break;
					}
				}

				window.clear(background);
				update();
				draw();
				window.display();
			}
		};
		treatotherevent = [&](Event&e) {
			if (e.type == Event::MouseWheelMoved && e.mouseWheel.delta)
			{
				mpos_abs = window.mapPixelToCoords(Vec2i(mpos), view);

				//view = window.getView();
				if (e.mouseWheel.delta < 0)
				{
					zoomlevel *= 2.f;
					view.setSize(view.getSize()*2.f);
					view.setCenter(interp(mpos_abs, view.getCenter(), 2.f));
					//view.setCenter(interp(mpos_abs, view.getCenter(), 2.f));
				}
				if (e.mouseWheel.delta > 0)
				{
					zoomlevel *= 0.5;
					view.setSize(view.getSize()*.5f);
					view.setCenter(.5f*(view.getCenter() + mpos_abs));
					//view.setCenter(.5f*(view.getCenter() + mpos_abs));
				}
				window.setView(view);
			}
		};
		loop();
#endif // LOOP_LAMBDAS
	};
}
Exemple #6
0
Vector2f GetMousePos(RenderWindow &window) 
{
	Vector2i pixelPos = Mouse::getPosition(window);
	return window.mapPixelToCoords(pixelPos);
}