void IMCursorManager::drawCursor()
{
    RenderWindow* renderer = IMGuiManager::getSingleton().getRenderWindow();
    if (NULL == renderer) return; // Can't draw on nothing!

    if (SYSTEM == current_type || (DEFAULT == current_type && NULL == m_cursor_images[DEFAULT]))
    {
        // Use system cursor
        renderer->setMouseCursorVisible(true);
    }
    else if ( ! (NONE == current_type || NULL == m_cursor_images[current_type]) )
    {
        // Use custom cursor image
        renderer->setMouseCursorVisible(false);
        // Draw!
        sf::Sprite* toDraw( m_cursor_images[current_type] );
        sf::Vector2i mouse_position = sf::Mouse::getPosition( *(renderer) );
        sf::Vector2f scale = toDraw->getScale();
        toDraw->setOrigin( -mouse_position.x / scale.x, -mouse_position.y / scale.y);
        renderer->draw( *toDraw ); 
    }
}
Exemple #2
0
void Game::menu()
{	
	okno.setView(okno.getDefaultView());
	okno.setMouseCursorVisible(true);
	Text title("Nazwa Gry", font,80);
	Texture tekstura;
	tekstura.loadFromFile("data/ground.jpg");
	tekstura.setRepeated(true);

	Sprite background;
	background.setTexture(tekstura);
	background.setPosition(Vector2f(0, 0));
	background.setOrigin(Vector2f(0, 0));
	background.setTextureRect(IntRect(0, 0, 1280, 720));



	title.setColor(Color(138, 7, 7));
	title.setPosition(1280 / 2 - title.getGlobalBounds().width / 2, 10);
	
	const int ile = 2;

	Text tekst[ile];

	string str[] = { "PLAY","EXIT" };

	for (int i = 0; i<ile; i++)
	{
		tekst[i].setFont(font);
		tekst[i].setCharacterSize(50);

		tekst[i].setString(str[i]);
		tekst[i].setPosition((float)(1280 / 2.0 - tekst[i].getGlobalBounds().width / 2), (float)(250 + i * 120.0));
	}

	while (state == MENU)
	{
		Vector2f mouse(Mouse::getPosition(okno));

		Event event;
		while (okno.pollEvent(event))
		{
			
			if (event.type == Event::Closed || event.type == Event::KeyPressed &&
				event.key.code == Keyboard::Escape)
				state = END;

			
			else if (tekst[1].getGlobalBounds().contains(mouse) &&
				event.type == Event::MouseButtonReleased && event.key.code == Mouse::Left)
				state = END;

			else if (tekst[0].getGlobalBounds().contains(mouse) &&
				event.type == Event::MouseButtonReleased && event.key.code == Mouse::Left)
				state = GAME;

		}

		for (int i = 0; i<ile; i++)
			if (tekst[i].getGlobalBounds().contains(mouse))
			{
				tekst[i].setColor(Color(138, 7, 7));
			}
			else tekst[i].setColor(Color::White);



			okno.clear();
			okno.draw(background);
			okno.draw(title);

			for (int i = 0; i<ile; i++)
				okno.draw(tekst[i]);

			okno.display();
	}

}
Exemple #3
0
void Game::gra()
{
	srand(time(0));
	
	
	///////////////////////////////
	Texture tekstura_cel;			//wczytanie tekstur i dzwiêków i tekstów
	tekstura_cel.loadFromFile("data/cel.png");
	Texture tekstura_z;
	tekstura_z.loadFromFile("data/zombie_after_attack_rect.png");
	Texture tekstura;
	tekstura.loadFromFile("data/ground.png");
	Texture tekstura_bl;
	tekstura_bl.loadFromFile("data/blood.png");
	Texture tekstura_zombie_bl;
	tekstura_zombie_bl.loadFromFile("data/zombie_after_attack_rect.png");
	Texture tekstura_zombie_aa;
	tekstura_zombie_aa.loadFromFile("data/zombie_after_attack_rect.png");
	Texture tekstura_zombie_full;
	tekstura_zombie_full.loadFromFile("data/zombie_after_attack_rect.png");
	Texture tekstura_gun;
	tekstura_gun.loadFromFile("data/gun.png");
	Texture tekstura_bullet;
	Texture tekstura_floor;
	tekstura_floor.loadFromFile("data/floor.png");
	Texture tekstura_ak_47;
	tekstura_ak_47.loadFromFile("data/ak_47.png");
	tekstura_bullet.loadFromFile("data/bullet.png");
	Texture tekstura_corps;
	tekstura_corps.loadFromFile("data/corps.png");
	Texture tekstura_ammo;
	tekstura_ammo.loadFromFile("data/ammo_pickup.png");
	Texture tekstura_hp;
	tekstura_hp.loadFromFile("data/hp_pickup.png");
	Texture tekstura_wall;
	tekstura_wall.loadFromFile("data/wall.jpg");
	tekstura_wall.setRepeated(true);
	SoundBuffer buffer, buffer_z;
	buffer_z.loadFromFile("data/hit.wav");
	buffer.loadFromFile("data/shot.wav");
	Sound sound, sound_hit;
	sound.setBuffer(buffer);
	sound_hit.setBuffer(buffer_z);
	SoundBuffer zombie_bite;
	zombie_bite.loadFromFile("data/zombie_bite.wav");
	Sound sound_bite;
	sound_bite.setBuffer(zombie_bite);
	SoundBuffer reload_wav, ammo_out;
	reload_wav.loadFromFile("data/long_reload.wav");
	ammo_out.loadFromFile("data/out_of_ammo.wav");
	SoundBuffer health_wav, ammo_wav;
	health_wav.loadFromFile("data/health.wav");
	ammo_wav.loadFromFile("data/ammo.wav");
	Sound health_collect, ammo_collect;
	health_collect.setBuffer(health_wav);
	ammo_collect.setBuffer(ammo_wav);
	SoundBuffer ak_shot;
	ak_shot.loadFromFile("data/AK_47_shot.wav");
	Sound ak;
	ak.setBuffer(ak_shot);
	Sound sound_reload, sound_ammo_out;
	sound_reload.setBuffer(reload_wav);
	sound_ammo_out.setBuffer(ammo_out);
	Music muzyka;
	muzyka.openFromFile("data/COD4_theme.wav");
	muzyka.setLoop(true);
	muzyka.play();
	
	Font font;
	font.loadFromFile("data/font_UI.ttf");
	Text hp;
	hp.setFont(font);
	hp.setCharacterSize(25);
	hp.setColor(Color(138, 7, 7));
	Text round;
	round.setCharacterSize(25);
	round.setFont(font);
	round.setColor(Color(138, 7, 7));
	Text gun_name;
	gun_name.setCharacterSize(25);
	gun_name.setFont(font);
	gun_name.setColor(Color(138, 7, 7));
	Text bullets_Left;
	bullets_Left.setFont(font);
	bullets_Left.setCharacterSize(25);
	bullets_Left.setColor(Color(138, 7, 7));
	Text licznik_zombie;
	licznik_zombie.setFont(font);
	licznik_zombie.setCharacterSize(25);
	licznik_zombie.setColor(Color(138, 7, 7));
	////////////////////////////////
	
	Sprite celownik;
	celownik.setScale(0.045, 0.045);
	celownik.setTexture(tekstura_cel);
	celownik.setOrigin(celownik.getLocalBounds().width/2.0f, celownik.getLocalBounds().height/ 2.0f);

	RectangleShape sprint_ui;
	sprint_ui.setSize(Vector2f(15 * 5, 15));
	sprint_ui.setFillColor(Color(138, 7, 7));


	/////////////////////////// tablice obiektów
	vector<Blood> tab_bl;
	vector < Bullet > tab; //tablica przechowuj¹ca pociski
	vector <Zombie> tab_z; //zombie
	deque <Vector2f> tab_p;//pozycje gracza z ostatnich 100 klatek
	vector <Corps> tab_corps;
	vector <Ammo_Pickup> tab_am;
	vector <Hp_Pickup> tab_hp;
	

	Sprite map(tekstura);
	tekstura.setRepeated(true);
	map.setTextureRect(IntRect(0, 0, 10000, 10000));
	map.setOrigin(5000,5000);
	map.setPosition(0, 0);
	
	Sprite floor;
	floor.setPosition(-500, -480);
	floor.setTexture(tekstura_floor);
	tekstura_floor.setRepeated(true);
	floor.setTextureRect(IntRect(0, 0, 1000, 980));
	
	vector<RectangleShape> tab_wall;
	for (int i = 0; i < 12; i++)
	{
		RectangleShape wall;
		wall.setFillColor(Color(7, 138, 7, 100));
		
		
		if (i == 0)
		{
			wall.setPosition(-1000, -1000);
			//wall.setFillColor(Color::White);
		}
		else if (i == 1) {
			wall.setPosition(-1000, 1000);
			//wall.setFillColor(Color::Red);
		}
		else if (i == 2) {
			wall.setPosition(-1100, -1000);
			//wall.setFillColor(Color::Cyan);
		}
		else if (i == 3) {
			//wall.setOrigin(100, 0);
			wall.setPosition(1000, -1000);
			//wall.setFillColor(Color::Blue);
		}
		if (i == 0 || i == 1)wall.setSize(Vector2f(2000, 100));
		else if (i == 2 || i == 3)wall.setSize(Vector2f(100, 2100));
		if (i == 4)
		{
			wall.setPosition(-500,-500);

		}
		else if (i == 5)
		{
			wall.setPosition(-520,500);

		}
		else if (i == 6)
		{
			wall.setPosition(-520, -500);

		}
		else if (i == 7)
		{
			wall.setPosition(500, -500);

		}
		if (i == 4 || i == 5)wall.setSize(Vector2f(1020, 20));
		else if (i == 6 || i == 7)wall.setSize(Vector2f(20, 1020));
		
		if (i == 8)
		{
			wall.setPosition(-100, -489);
			wall.setFillColor(Color(138, 7, 7, 150));
		}
		else if (i == 9)
		{
			wall.setPosition(-100, 510);
			wall.setFillColor(Color(138, 7, 7, 150));
		}
		else if (i == 10)
		{
			wall.setPosition(-509, -100);
			wall.setFillColor(Color(138, 7, 7, 150));
		}
		else if (i == 11)
		{
			wall.setPosition(510, -100);
			wall.setFillColor(Color(138, 7, 7,150));
		}
		if (i == 8 || i == 9)wall.setSize(Vector2f(100, 6));
		else if (i == 10 || i == 11)wall.setSize(Vector2f(6, 100));
		if (i == 8 || i == 9 || i == 10 || i == 11)wall.setOrigin(wall.getLocalBounds().width / 2.0f, wall.getLocalBounds().height / 2.0f);

		tab_wall.push_back(wall);

	}
	
	
	Player gracz;
	gracz.body.setPosition(0,0);


	int runda = 1;

	float vx = 0, vy = 0; //prêdkoœæ gracza
	float angle;
	float sprint = 1;

	Clock zombie_player_collisionTimer;
	Clock reload_time;
	Clock zombie_generator_timer;
	Clock zegar;
	Time czas;
	Event event;
	float x, y; //x,y myszy
	okno.setMouseCursorVisible(false);
	int max_zombie_per_round;
	int generated_zombie=0;
	bool generate = true;
	bool menu = false;
	bool canReload = false;
	bool canShoot = true;
	bool Rpressed = false;
	bool isSprint = false;
	bool canSprint = true;
	int zombies_killed_in_round = 0;
	zombie_generator_timer.restart();

	Gun *wsk_gun;
	

	Gun pistol("colt .45", 80.0f,16.0f,2000.0f,2.0f,tekstura_bullet, tekstura_gun,Vector2f(2,2), Vector2f (1,1),gracz.body.getPosition(),0.1);
	Gun ak_47("ak 47", 120.0f, 30.0f, 2800.0f, 2.0f, tekstura_bullet, tekstura_ak_47, Vector2f(2, 2), Vector2f(1, 1), gracz.body.getPosition(),0.08f);
	//view.zoom(1.0f/1.2f);
	//view.zoom(1.0f / 1.2f);
	wsk_gun = &pistol;
	while (!menu)
	{
		//cout << tab_z.size() << " | "<< wsk_gun->bullets_fired.size() <<endl;
		
		gracz.canMoveDown = true;
		gracz.canMoveUP= true;
		gracz.canMoveRight = true;
		gracz.canMoveLeft = true;
		max_zombie_per_round = runda * 4 * 7 ;
		
		if (generated_zombie >= max_zombie_per_round)
		{
			generate = false;
			
		}
		if (!generate&&tab_z.empty())
		{
			zombies_killed_in_round = 0;
			generated_zombie = 0;
			generate = true;
			runda++;

		}
			if (generate && (zombie_generator_timer.getElapsedTime().asSeconds() >= 1.0f)) {
				zombie_generator_timer.restart();
					
						
						if (tab_z.size() <=20)
						{
							generated_zombie += 4;
						zombie_generator(tab_z, Vector2f((tab_wall[0].getPosition().x + rand() % ((int)tab_wall[0].getGlobalBounds().width + 1)), (tab_wall[0].getPosition().y + tab_wall[0].getGlobalBounds().height)), tekstura_z, runda, tab_wall[8].getPosition());
						zombie_generator(tab_z, Vector2f((tab_wall[1].getPosition().x + rand() % ((int)tab_wall[1].getGlobalBounds().width + 1)), (tab_wall[1].getPosition().y + tab_wall[1].getGlobalBounds().height)), tekstura_z, runda, tab_wall[9].getPosition());
						zombie_generator(tab_z, Vector2f((tab_wall[2].getPosition().x + tab_wall[2].getGlobalBounds().width), (tab_wall[2].getPosition().y + rand() % ((int)tab_wall[2].getGlobalBounds().height + 1))), tekstura_z, runda, tab_wall[10].getPosition());
						zombie_generator(tab_z, Vector2f((tab_wall[3].getPosition().x + tab_wall[3].getGlobalBounds().width), (tab_wall[3].getPosition().y + rand() % ((int)tab_wall[3].getGlobalBounds().height + 1))), tekstura_z, runda, tab_wall[11].getPosition());
						
						/*zombie_generator(tab_z, Vector2f((tab_wall[0].getPosition().x + rand() % ((int)tab_wall[0].getGlobalBounds().width + 1)), (tab_wall[0].getPosition().y + tab_wall[0].getGlobalBounds().height)), tekstura_z, runda, Vector2f(0,0));
						zombie_generator(tab_z, Vector2f((tab_wall[1].getPosition().x + rand() % ((int)tab_wall[1].getGlobalBounds().width + 1)), (tab_wall[1].getPosition().y + tab_wall[1].getGlobalBounds().height)), tekstura_z, runda, Vector2f(0,0));
						zombie_generator(tab_z, Vector2f((tab_wall[2].getPosition().x + tab_wall[2].getGlobalBounds().width), (tab_wall[2].getPosition().y + rand() % ((int)tab_wall[2].getGlobalBounds().height + 1))), tekstura_z, runda, Vector2f(0,0));
						zombie_generator(tab_z, Vector2f((tab_wall[3].getPosition().x + tab_wall[3].getGlobalBounds().width), (tab_wall[3].getPosition().y + rand() % ((int)tab_wall[3].getGlobalBounds().height + 1))), tekstura_z, runda, Vector2f(0,0));
*/
						}
						/*else
						{
							generated_zombie += 4;
							zombie_generator(tab_z, Vector2f((tab_wall[4].getPosition().x + rand() % ((int)tab_wall[4].getGlobalBounds().width + 1)), (tab_wall[4].getPosition().y + tab_wall[4].getGlobalBounds().height)), tekstura_z, runda);
							zombie_generator(tab_z, Vector2f((tab_wall[5].getPosition().x + rand() % ((int)tab_wall[5].getGlobalBounds().width + 1)), (tab_wall[5].getPosition().y + tab_wall[5].getGlobalBounds().height)), tekstura_z, runda);
							zombie_generator(tab_z, Vector2f((tab_wall[6].getPosition().x + tab_wall[6].getGlobalBounds().width), (tab_wall[6].getPosition().y + rand() % ((int)tab_wall[6].getGlobalBounds().height + 1))), tekstura_z, runda);
							zombie_generator(tab_z, Vector2f((tab_wall[7].getPosition().x + tab_wall[7].getGlobalBounds().width), (tab_wall[7].getPosition().y + rand() % ((int)tab_wall[7].getGlobalBounds().height + 1))), tekstura_z, runda);
						}*/
					
					
			}
		
			
			
		
		

		view.setCenter(gracz.body.getPosition()); //gracz ca³y czas w centrum widoku
		

		x = (float)Mouse::getPosition(okno).x+view.getCenter().x-1280/2, y = (float)Mouse::getPosition(okno).y+view.getCenter().y-720/2; //zapisanie pozycji myszy wzglêdem lewgo górnego rogu widoku
		
		celownik.setPosition(x, y); //przypisanie pozycji celownika 

		angle = (float)atan2((float)(y - gracz.body.getPosition().y), (float)(x - gracz.body.getPosition().x)) * 180.0f / (float)M_PI - 90.0f; //zapisanie k¹t miêdzy œrodkiem ekranu a pozycj¹ myszy
		gracz.body.setRotation(angle);		//obrócenie gracza w kierunku myszy
		
		cout <<x << " | "<< y << endl;
		
		/////////////////////////////
		if (tab_p.size() != 30)				//wype³nienie tablicy pozycjami gracza z ostatnich stu klatek (czyli 1 sekundy)
		tab_p.push_back(gracz.body.getPosition());

		if (tab_p.size() == 30)
		{	
			tab_p.pop_front();
			tab_p.push_back(gracz.body.getPosition());
		}
		///////////////////////////////
		
		while (okno.pollEvent(event))
		{

			if (event.type == Event::Closed || event.type == Event::KeyPressed &&
				event.key.code == Keyboard::Escape)
				menu = true;
			
			//if (event.type == Event::MouseButtonPressed && Mouse::isButtonPressed(Mouse::Right))//stworzenie zombie i dodanie go do tablicy
			//{

			//	Zombie zombie(x, y, tekstura_z,rand()%51+50, 1+runda);
			//	tab_z.push_back(zombie);

			//}
			if (wsk_gun==&pistol) {
				if (event.type == Event::MouseButtonPressed && Mouse::isButtonPressed(Mouse::Left))//stworzenie pocisku i dodanie go do tablicy
				{
					if (wsk_gun->magazynek == 0)
					{
						sound_ammo_out.play();
						if (wsk_gun->bulletsLeft != 0 && !wsk_gun->reload_demand&& !wsk_gun->reloading)
						{
							sound_reload.play();
							wsk_gun->reload_demand = true;
						}
					}
					else if (!wsk_gun->reloading)
					{
						sound.play();
						wsk_gun->shoot(gracz.body.getPosition());


						wsk_gun->magazynek--;

					}
					else {
						sound_ammo_out.play();
					}
				}
			}
			
		
				if (event.type == Event::MouseButtonPressed && Mouse::isButtonPressed(Mouse::Left) && (wsk_gun->magazynek == 0 || wsk_gun->reloading || wsk_gun->reload_demand))
					sound_ammo_out.play();
			

			
				if (event.type == Event::KeyPressed && event.key.code == Keyboard::R && wsk_gun->bulletsLeft != 0 && wsk_gun->magazynek != wsk_gun->magazynekSize &&!wsk_gun->reloading&& !wsk_gun->reload_demand)
				{
					wsk_gun->reload_demand = true;
					sound_reload.play();
				}

				if (event.type == Event::KeyPressed && event.key.code == Keyboard::Num1)
				{ 
					wsk_gun = &pistol;
					//buffer = wsk_gun->shot;
				}
				if (event.type == Event::KeyPressed && event.key.code == Keyboard::Num2) 
				{
					wsk_gun = &ak_47;
					//buffer = wsk_gun->shot;
				}
			if (event.type == Event::KeyPressed && event.key.code == Keyboard::Up)view.zoom(1.2f);
			if (event.type == Event::KeyPressed && event.key.code == Keyboard::Down)view.zoom(1.0f/1.2f);
			
		}
		/////// strza³ pistoletem
		

		if (wsk_gun != &pistol) {
			if (wsk_gun->fire_timer.getElapsedTime().asSeconds() >= wsk_gun->fireRate) {
				if (Mouse::isButtonPressed(Mouse::Left))//stworzenie pocisku i dodanie go do tablicy
				{
					if (wsk_gun->magazynek == 0)
					{

						if (wsk_gun->bulletsLeft != 0 && !wsk_gun->reload_demand&& !wsk_gun->reloading)
						{
							sound_reload.play();
							wsk_gun->reload_demand = true;
						}
					}
					else if (!wsk_gun->reloading)
					{
					sound.play();
						wsk_gun->shoot(gracz.body.getPosition());


						wsk_gun->magazynek--;


					}
					/*else {
						sound_ammo_out.play();
					}*/
				}
				wsk_gun->fire_timer.restart();
			}
			
		}
		wsk_gun->update(angle, czas, gracz.body.getPosition());

		if(!tab_z.empty())//zombie update
		{
			for (int i = 0; i < tab_z.size(); i++)
				tab_z[i].update(gracz.body.getPosition(), czas,tab_p[0]);
		}
		//if (!tab.empty())//obrócenie zombie w kierunku pozycji gracz z przed sekundy
		//{
		//	for (int i = 0; i < tab.size(); i++)
		//		tab[i].rotate();
		//}
	
		
		
		//////////////////////////////////////kolizja
		
		// kolizja zombie-gracz	
			for (int i = 0; i < tab_z.size(); i++)
			{
				//if(gracz.body.getGlobalBounds().intersects(tab_z[i].body.getGlobalBounds()))
				if (Collision::PixelPerfectTest(gracz.body, tab_z[i].body))
				{
					tab_z[i].collidesWithPlayer = true;
					if ((tab_z[i].body.getPosition().y > gracz.body.getPosition().y >0) || (gracz.body.getPosition().y <tab_z[i].body.getPosition().y <0))
					{
						gracz.canMoveDown = false;
						//gracz.body.move(0, -1);
					}

					if ((gracz.body.getPosition().y >tab_z[i].body.getPosition().y >0) || (tab_z[i].body.getPosition().y < gracz.body.getPosition().y <0))
					{
					
						gracz.canMoveUP = false;
						//gracz.body.move(0, 1);
					}
					
					 if ((tab_z[i].body.getPosition().x > gracz.body.getPosition().x >0)||(gracz.body.getPosition().x <tab_z[i].body.getPosition().x <0))
					{
						gracz.canMoveRight = false;
						//gracz.body.move(-1, 0);
						
					}
					
					 if ((gracz.body.getPosition().x >tab_z[i].body.getPosition().x >0)||(tab_z[i].body.getPosition().x < gracz.body.getPosition().x <0))
					{
						gracz.canMoveLeft = false;
						//gracz.body.move(1, 0);
					}
					
					
					if (zombie_player_collisionTimer.getElapsedTime().asSeconds() >= 0.5) {
						zombie_player_collisionTimer.restart();
					
						sound_bite.play();
						//cout << gracz.healthPoints << endl;
						if (tab_z[i].healthPoints < 3)tab_z[i].body.setTexture(tekstura_zombie_full);
						else tab_z[i].body.setTexture(tekstura_zombie_aa);
						tab_z[i].haveAttacked = true;
						gracz.healthPoints--;
						if (gracz.healthPoints == 0)
						{
							menu = true;
						}
						break;
					}
				}
				else tab_z[i].collidesWithPlayer = false;
			}
		
			// kolizja zombie-zombie
		if (!tab_z.empty())
		{
			for (int i = 0; i < tab_z.size(); i++)
			{
				for (int j = 0; j < tab_z.size(); j++)
				{
					if (i != j)
					{	
						//if (tab_z[j].body.getGlobalBounds().intersects( tab_z[i].body.getGlobalBounds()))
						if (Collision::PixelPerfectTest(tab_z[j].body, tab_z[i].body))
						{
							if (fabs(tab_z[i].body.getPosition().x - gracz.body.getPosition().x) + fabs(tab_z[i].body.getPosition().y - gracz.body.getPosition().y)
				>fabs(tab_z[j].body.getPosition().x - gracz.body.getPosition().x) + fabs(tab_z[j].body.getPosition().y - gracz.body.getPosition().y))
							{
								tab_z[i].collide_parameter = 0;
								tab_z[j].collide_parameter = 1.2;

							}
							else
							{
								tab_z[j].collide_parameter = 0;
								tab_z[i].collide_parameter = 1.2;
							}
							tab_z[i].col_in = true;
							tab_z[j].col_in = true;
							break;
						}


					}

				}
			}


		}
		// kolizja gracz-œciana
		if (tab_wall[4].getGlobalBounds().intersects(gracz.body.getGlobalBounds()))
		{
			gracz.canMoveUP = false;

			sprint = 1;
			//vx = 0;
			//gracz.body.move(0, 1);
			//gracz.canMoveUP = true;
		}
	
		if (tab_wall[5].getGlobalBounds().intersects(gracz.body.getGlobalBounds()))
		{
			sprint = 1;
			gracz.canMoveDown = false;
			//vx = 0;
			//gracz.body.move(0, -1); 
			//gracz.canMoveDown = true;
		}
	 
		if (tab_wall[6].getGlobalBounds().intersects(gracz.body.getGlobalBounds()))
		{
			sprint = 1;
			gracz.canMoveLeft = false;
			//vy = 0;
			//gracz.body.move(1, 0);
			//gracz.canMoveRight = true;
		}
		  
		if (tab_wall[7].getGlobalBounds().intersects(gracz.body.getGlobalBounds()))
		{
			sprint = 1;
			gracz.canMoveRight= false;
			//vy = 0;
			//gracz.body.move(-1, 0);
			//gracz.canMoveLeft = true;
		}
		 

		
		///////////kolizja zombie pocisk
		
			if (!tab_z.empty() && !wsk_gun->bullets_fired.empty())				//zniszczenie pocisku i zombie w przypadku kolizji
			{
				for (int i = 0; i < wsk_gun->bullets_fired.size(); i++)
				{
					for (int j = 0; j < tab_z.size(); j++)
					{
						if (wsk_gun->bullets_fired[i].body.getGlobalBounds().intersects(tab_z[j].body.getGlobalBounds()))
						{
							sound_hit.play();

							bullet_destroy(wsk_gun->bullets_fired, i);

							Blood krew(tekstura_bl, tab_z[j].body.getPosition());
							krew.body.setRotation((rand() % 360) + 1);
							tab_bl.push_back(krew);

							tab_z[j].healthPoints--;
							if (tab_z[j].healthPoints == 1)
							{
								tab_z[j].setSpeed(80.0f);
								if (tab_z[j].haveAttacked == true)tab_z[j].body.setTexture(tekstura_zombie_full);
								else tab_z[j].body.setTexture(tekstura_zombie_bl);
							}
							if (tab_z[j].healthPoints == 0)
							{	//œmieræ zombie
								Corps corpses(tekstura_corps, tab_z[j].body.getPosition(), tab_z[j].rotate_angle);
								tab_corps.push_back(corpses);
								if (tab_z[j].isInside)
								{
									Ammo_Pickup am(tekstura_ammo, tab_z[j].body.getPosition());
									Hp_Pickup hp(tekstura_hp, tab_z[j].body.getPosition());
									switch (rand() % 10)
									{
									case 0:
										tab_am.push_back(am);
										break;
									case 1:
										tab_am.push_back(am);
										break;
							


									case 5:
										if (gracz.healthPoints < 5)tab_hp.push_back(hp);
										break;

									}
								}
								tab_z[j] = tab_z[tab_z.size() - 1];
								tab_z.pop_back();
								zombies_killed_in_round++;

							}

							break;
						}


					}
				}
			}
		
		//kolizja gracz-ammo_pickup
		for (int i = 0; i < tab_am.size(); i++)
		{
			if (gracz.body.getGlobalBounds().intersects(tab_am[i].body.getGlobalBounds()))
			{	
				ammo_collect.play();
				
					wsk_gun->bulletsLeft += tab_am[i].add_ammo;
				
				ammo_destroy(tab_am, i);
			}
		}

		//kolizja gracz-hp_pickup
		for (int i = 0; i < tab_hp.size(); i++)
		{
			if (gracz.body.getGlobalBounds().intersects(tab_hp[i].body.getGlobalBounds()))
			{
				
				if (gracz.healthPoints + tab_hp[i].add_hp <= 5)
				{
					health_collect.play();
					gracz.healthPoints += tab_hp[i].add_hp;
					hp_destroy(tab_hp, i);
				}
			}
		}
		////////////////////////////////////////
		for (int j = 4; j < tab_wall.size()-4;j++)
		for (int i = 0; i < wsk_gun->bullets_fired.size(); i++)
		{

			if (wsk_gun->bullets_fired[i].body.getGlobalBounds().intersects(tab_wall[j].getGlobalBounds()))
				bullet_destroy(wsk_gun->bullets_fired, i);
		}
		for (int j = 8; j < tab_wall.size(); j++)
			for (int i = 0; i < tab_z.size(); i++)
				if (tab_z[i].body.getGlobalBounds().intersects(tab_wall[j].getGlobalBounds()))tab_z[i].isInside = true;

			for (int i = 0; i < wsk_gun->bullets_fired.size(); i++)
			{
				if (wsk_gun->bullets_fired[i].onCreate_clock.getElapsedTime().asSeconds() >= wsk_gun->bullets_fired[i].lifeTime)
				{
					bullet_destroy(wsk_gun->bullets_fired, i);
				}
			}
		
		for (int i = 0; i < tab_bl.size(); i++)
		{
			if (tab_bl[i].onCreate_clock.getElapsedTime().asSeconds() >= tab_bl[i].lifeTime)
			{
				blood_destroy(tab_bl, i);
			}
		}
		for (int i = 0; i < tab_corps.size(); i++)
		{
			if (tab_corps[i].onCreate_clock.getElapsedTime().asSeconds() >= tab_corps[i].lifeTime)
			{
				corps_destroy(tab_corps, i);
			}
		}
		
		for(int i = 0; i < tab_am.size(); i++)
		{
			if (tab_am[i].onCreate_clock.getElapsedTime().asSeconds() >= tab_am[i].lifeTime)
			{
				ammo_destroy(tab_am, i);
			}
		}
		
		for (int i = 0; i < tab_hp.size(); i++)
		{
			if (tab_hp[i].onCreate_clock.getElapsedTime().asSeconds() >= tab_hp[i].lifeTime)
			{
				hp_destroy(tab_hp, i);
			}
		}
		
		///////////////////////////////////////////
		 
			interfejs(gracz.healthPoints, wsk_gun->bulletsLeft, hp, bullets_Left, view.getCenter(), wsk_gun->magazynek, runda, round, max_zombie_per_round - zombies_killed_in_round, licznik_zombie, 
				gun_name, wsk_gun->name, sprint_ui, isSprint&&(tab_p[0]!=gracz.body.getPosition()), czas);
		
		okno.setView(view);
		okno.clear();
		//cout << "Up: " << gracz.canMoveUP << " | Down: " << gracz.canMoveDown << " | Left: " << gracz.canMoveLeft << " | Right: " << gracz.canMoveRight << endl;
		/////////////////////////////////////////////////////
		gracz.input(vx, vy);
		if (Keyboard::isKeyPressed(Keyboard::LShift) && canSprint)
		{
			if (sprint_ui.getSize().x < 1) {
				canSprint = false;
			}
			sprint = 1.5;
			isSprint = true;
		}
		else
		{
			if (sprint_ui.getSize().x >15) {
				canSprint = true;
			}
			sprint = 1;
			isSprint = false;
		}
		//////////////////////////////////////
		//	ruch //

		
		gracz.ruch(czas, vx, vy, sprint);
	

		/*if (!tab_z.empty())
		{

			for (int i = 0; i < tab_z.size(); i++)
			{

				tab_z[i].ruch(tab_p[0], czas);
			}
		}*/

		
		////////////////////////////////
		okno.draw(map);		
		//rysowanie
	
		okno.draw(floor);
			if (!wsk_gun->bullets_fired.empty())
			{
				for (int i = 0; i <wsk_gun->bullets_fired.size(); i++)
					if (!gracz.body.getGlobalBounds().intersects(wsk_gun->bullets_fired[i].body.getGlobalBounds()))
					okno.draw(wsk_gun->bullets_fired[i].body);
			}
		
		if (!tab_bl.empty())
		{
			for (int i = 0; i < tab_bl.size(); i++)
			{
				
				okno.draw(tab_bl[i].body);
				//okno.draw(tab_bl[i].rect);
			}
		}
		if (!tab_corps.empty())
		{
			for (int i = 0; i < tab_corps.size(); i++)
				okno.draw(tab_corps[i].body);
		}
		if (!tab_am.empty())
		{

			for (int i = 0; i < tab_am.size(); i++)
			{
				if(tab_am[i].onCreate_clock.getElapsedTime().asSeconds() < tab_am[i].lifeTime-8.0f)
				okno.draw(tab_am[i].body);
				if (tab_am[i].onCreate_clock.getElapsedTime().asSeconds() >= tab_am[i].lifeTime - 8.0f)
				{
					if (tab_am[i].onCreate_clock.getElapsedTime().asMilliseconds() % 500 >= 0 && tab_am[i].onCreate_clock.getElapsedTime().asMilliseconds() % 500 <= 125) {
						//nie rysij
					}
					else okno.draw(tab_am[i].body);

				}
			}
		}
		if (!tab_hp.empty())
		{

			for (int i = 0; i < tab_hp.size(); i++)
			{
				if (tab_hp[i].onCreate_clock.getElapsedTime().asSeconds() < tab_hp[i].lifeTime - 8.0f)
					okno.draw(tab_hp[i].body);
				if (tab_hp[i].onCreate_clock.getElapsedTime().asSeconds() >= tab_hp[i].lifeTime - 8.0f)
				{
					if (tab_hp[i].onCreate_clock.getElapsedTime().asMilliseconds() % 500 >= 0 && tab_hp[i].onCreate_clock.getElapsedTime().asMilliseconds() % 500 <= 125) {
						//nie rysij
					}
					else okno.draw(tab_hp[i].body);

				}
			}
		}
		if (!tab_z.empty())
		{
			for (int i = 0; i < tab_z.size(); i++)
				okno.draw(tab_z[i].body);
		}
		for (int i = 4; i < tab_wall.size(); i++)
		{
			okno.draw(tab_wall[i]);
		}
		okno.draw(celownik);
		okno.draw(gracz.body);
		//okno.draw(gracz.point);
		okno.draw(wsk_gun->body);

		okno.draw(hp);
		okno.draw(bullets_Left);
		okno.draw(round);
		okno.draw(licznik_zombie);
		okno.draw(gun_name);
		okno.draw(sprint_ui);
		//////////////////////////////////

		View view = okno.getDefaultView();
		okno.display();
		
		czas = zegar.getElapsedTime();
		zegar.restart();

	}
	


}
Exemple #4
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
    };
}
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
int main(int argc, char* argv[])
{
	setlocale(LC_ALL, "polish");
	string title = "Deltix v.";
	title += VERSION;
	///////////////////
	RenderWindow okno; //OKNO
	try
	{
		okno.create(VideoMode(RESOLUTION_WIDTH, RESOLUTION_HEIGHT, COLOR_DEPTH),
			title,
#if __MODE__ != 0
			Style::Fullscreen
#elif __MODE__ == 0
			Style::Default
#endif
			); //TWORZENIE OKNA
		okno.setFramerateLimit(200); //limit do 200fps
		okno.setMouseCursorVisible(false);
	}
	catch (...)
	{
		string temp = "BŁĄD - " + title;
		MessageBox(NULL, "Nie udało się utworzyć okna!", temp.c_str(), MB_OK | MB_ICONERROR);
		return 1;
	}
	
	/////////////////////
	
	States states = Splash;
	// PĘTLA
	while(okno.isOpen())
	{

		switch (states)
		{
		case Splash:
			
			if (SplashUpdate(&okno) < 0)

				states = Menu;
			break;
		case Menu:
			MenuUpdate(&okno);
			break;
		}


		Event eventMain;
		while (okno.pollEvent(eventMain))
		{
			if (eventMain.type == Event::Closed)
				okno.close(); // zamykanie
			/*if (eventMain.type == Event::KeyReleased && eventMain.key.code == Keyboard::C)
			{
				STARTUPINFO si;
				PROCESS_INFORMATION pi;

				ZeroMemory(&si, sizeof(si));
				si.cb = sizeof(si);
				ZeroMemory(&pi, sizeof(pi));
				CreateProcess(TEXT("C:\\WINDOWS\\System32\\calc.exe"), NULL, NULL, NULL, FALSE, CREATE_NEW_CONSOLE, NULL, NULL, &si, &pi);
			}*/ // SYSTEMOWY KALKULATOR pod "C"
			switch (states)
			{
			case Menu:
				MenuEvents(&okno, eventMain); //Eventy Menu
				break;
			}
				
		}//TABELA EVENTÓW
		
		if (states != Splash) drawPointer(&okno);
		okno.display();
	}

#if __DEBUG__ == 1
	system("pause");
#endif
	return 0;
}
Exemple #7
0
function<void()> smoothmouse(RenderWindow&window, ui &UI){
    return
        [&window, &UI](){


//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");
    if (!cursor_tx.loadFromFile(cfg.getstr("cursor")))
        cout << "did not load cursor" << endl;
    cursor.setTexture(cursor_tx);
    cursor.setOrigin(3, 3);
    window.setMouseCursorVisible(false);

    float lag;
    SET(lag);

    CircleShape cursorlag(10);
    //cursor.setFillColor(Color::White);
        
    cursorlag.setFillColor(Color(255,0,0,128));
    recenter(cursorlag);
    Vec2 mpos;

    //then we actually define the functions, note how all function captures the local context by reference

    draw = [&](){
        UI.draw(window); 
        window.draw(cursor); 
        window.draw(cursorlag); 
    };
    update = [&](){
        Vec2 trans = cursorlag.getPosition() - cursor.getPosition();
        auto dist = vectlen(trans);
        //cursorlag.move(-(trans)*lag); // equivalent of getposition()+-trans*.01f
        //cursorlag.move(-normalized(trans)*max(dist*dist, 100.f)*lag); // equivalent of getposition()+-trans*.01f
        Vec2 move = vectlen(trans) > 0 ?
            -normalized(trans)*dist*lag
            :Vec2{0,0};
        cursorlag.move(move); // equivalent of getposition()+-trans*.01f

        show(cursorlag.getPosition());
        show(dist);
        show(trans);
    };
    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();
            update();
            draw();

            //window.draw(shape);
            UI.draw(window);
            window.display();

        }
    };
    treatkeyevent = [&](Keyboard::Key k){
        switch (k) {
        case Keyboard::Space:
            cursorlag.setPosition(mpos);
            cursor.setPosition(mpos);
        
        }
    };
    mousemoved = [&](Vec2 pos){
        //msg(pos);
        cursor.setPosition(pos);
        //UI.put(mpos);
        show(mpos);
    };
    treatotherevent = [&](Event&e){

    };
    mouseclick = [&](sf::Mouse::Button button){

    };
    mouserelease = [&](sf::Mouse::Button button){

    };

    loop();
    };
}
Exemple #8
0
APanel::APanel()
{
  RenderWindow *window = RenderWindow::getInstance();
  window->setMouseCursorVisible(true);
}