Exemple #1
0
void GameStateCinematic::update(sf::Time dt) {
	this->activateNext += dt.asSeconds();
	if (this->activateNext >= 0.25 && next) {
		this->d->pop_front();
		this->c++;
		this->next = false;
		this->activateNext = 0;
	}

	if (this->control.empty()) {
		this->game->changeState(this->nextState);
	} else if (this->c == this->control.front()) {
		this->background.pop_front();
		this->control.pop_front();
		this->c = 0;
	}
}
int main()
{
    sf::Clock clock;
    initTexts();
    while (window.isOpen())
    {
        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();
        }
        window.clear(sf::Color(244, 67, 54));
        if(game_over)
        {
            window.draw(endText);
            ostringstream s;
            s << "Your score was : " << snake.length();
            scoreText.setString(s.str());
            window.draw(scoreText);
        }
        else
        {

            input(dir);
            sf::Time elapsed = clock.getElapsedTime();
            if(elapsed >= delta)
            {
                if(snake.head()->position() ==  f.position())
                {
                    snake.add();
                    f.generatePos();
                    delta = sf::seconds(delta_i.asSeconds() - (float)snake.length()/100);
                }
                snake.move(dir);
                clock.restart();

            }
            o.draw();
            f.draw();
            snake.draw();
            }
        window.display();
    }
    return 0;
}
Exemple #3
0
/*
 * move
 */
void Bee::targetMove(sf::Time dt)
{
	if(avoidanceClock_.asSeconds() <= 0){
		Vec2d currSpeed = directionTo(target_).normalised() * speed_.length();
		Collider dummy(position_, rayon_);
		dummy.move(currSpeed*dt.asSeconds());
		if(getAppEnv().getWorld().isFlyable(dummy.getPosition()))
		{
			position_ = dummy.getPosition();
		}else{
			avoidanceClock_ = sf::seconds(getConfig()["moving behaviour"]["target"]
									  ["avoidance delay"].toDouble());
		}
	}else{
		avoidanceClock_ -= dt;
		RandomMove(dt);
	}
}
void ParticleSystem::Update(sf::Time dt)
{
    for(unsigned int id : _EntitiesToUpdate) {
        Entity* e = this->GetEntity(id);
        ParticleComponent* pc = e->GetComponent<ParticleComponent>("particle");

        for(std::size_t i = 0; i < pc->_particleInfo.size(); ++i) {
            ParticleInfo& p = pc->_particleInfo[i];
            p.life -= dt;
            if(p.life <= sf::Time::Zero)
                pc->resetParticle(i);

            pc->_particles._vertices[i].position += p.velocity * dt.asSeconds();
            float ratio = p.life.asSeconds() / pc->_lifeTime.asSeconds();
            pc->_particles._vertices[i].color.a = static_cast<sf::Uint8>(ratio * 255);
        }
    }
}
Exemple #5
0
    void Player::update(sf::Time deltaTime)
    {
        float seconds = deltaTime.asSeconds();

        if(_rotation != 0)
        {
            float angle = _rotation*180*seconds;
            _ship.rotate(angle);
        }
        
        if(_is_moving)
        { 
            float angle = _ship.getRotation() / 180 * M_PI - M_PI / 2;
            _velocity += sf::Vector2f(std::cos(angle),std::sin(angle)) * 60.f * seconds;
        }

        _ship.move(seconds * _velocity);
    }
Exemple #6
0
//What's in doStuff right now is only for testing purpose. Lot of stuff to do here.
void Elodie::doStuff(const EventHandler& event, const std::vector< std::vector<TileSprite*> >& tiles,
                     EntityMap& entities, sf::Time animate)
{
    //Compute the gravity
    computeGravity(animate);

    //Check the collisions, set the new distances and do the move
    Collide collideTiles = collideWithTiles(tiles, animate.asSeconds());
    setDistance(collideTiles);
    move(animate.asSeconds()*(speed.x), animate.asSeconds()*speed.y);
    spriteCast->update(animate);

    //Change the sprite in accord with the speed
    changeAnimation(collideTiles);
    handleEvent(event, entities, collideTiles);

    if (0 == speed.x && !collideTiles.right["surface"])
    {
        speed.x = moveSpeed;
    }

    float dist = cameraPos.x - spriteCast->getPosition().x;

    if (dist > 0 && !collideTiles.right["surface"] && !buffed)
    {
        buffed = true;
        speed.x = moveSpeed + dist;
    }

    buffed = !collideTiles.right["surface"];

    if (buffed && dist <= 0)
    {
        buffed = false;
        speed.x = moveSpeed;
    }

    //Other stuff to do
    attackTimer += animate.asSeconds();
    pvTimer += animate.asSeconds();
    if (pvTimer > interRecoveryTime)
    {
        pvTimer = 0;
        immersionLevel = immersionLevel == 100 ? 100 : immersionLevel + 1;
    }
    if (damageCD)
    {
        --damageCD;
    }
    cameraPos.x += (moveSpeed)*animate.asSeconds();
    cameraPos.y = spriteCast->getPosition().y;
}
void mover(da::Game &game, const sf::Time &delta) {
    int vert = sf::Keyboard::isKeyPressed(sf::Keyboard::S) -
               sf::Keyboard::isKeyPressed(sf::Keyboard::W);
    int horz = sf::Keyboard::isKeyPressed(sf::Keyboard::D) -
               sf::Keyboard::isKeyPressed(sf::Keyboard::A);
    
    if (vert || horz) {
        float theta = atan2(vert, horz);
        
        xform->move(horz * delta.asSeconds() * 100.f,
                    vert * delta.asSeconds() * 100.f);
        
        dirAnim->setDirection(theta);
        dirAnim->getAnimation().play();
    } else {
        dirAnim->getAnimation().stop();
    }
}
Exemple #8
0
void Aircraft::updateMovementPattern(sf::Time dt)
{
    const std::vector<Direction>& directions = Table[mType].directions;
    if (!directions.empty())
    {
        float distanceToTravel = directions[mDirectionIndex].distance;
        if (mTravelledDistance > distanceToTravel)
        {
            mDirectionIndex = (mDirectionIndex + 1) % directions.size();
            mTravelledDistance = 0.f;
        }
        
        float Radians = toRadian(directions[mDirectionIndex].angle + 90.f);
        float vx = getSpeed() * std::cos(Radians);
        float vy = getSpeed() * std::sin(Radians);
        setVelocity(vx, vy);
        mTravelledDistance += getSpeed() * dt.asSeconds();
    }
}
Exemple #9
0
void Aircraft::updateMovementPattern(sf::Time delta)
{
  const std::vector<Direction>& directions = Table[mType].directions;

  if (!directions.empty()) {
    float distanceToTravel = directions[mDirectionIndex].distance;

    if (mTravelledDistance > distanceToTravel) {
      mDirectionIndex = (mDirectionIndex + 1) % directions.size();
      mTravelledDistance = 0.f;
    }

    float radians = Utility::toRadian(directions[mDirectionIndex].angle + 90.f);
    float xVel = getMaxSpeed() * std::cos(radians);
    float yVel = getMaxSpeed() * std::sin(radians);
    setVelocity(xVel, yVel);
    mTravelledDistance += getMaxSpeed() * delta.asSeconds();
  }
}
void ParticleNode::updateCurrent(sf::Time dt, CommandQueue& commands)
{
	if (mParticles.empty()) return;

	while (!mParticles.empty() && mParticles.front().lifetime <= sf::Time::Zero)
		mParticles.pop_front();

	for (auto& particle : mParticles)
	{
		particle.lifetime -= dt;
		particle.position += dt.asSeconds() * particle.velocity;
		particle.rotation += dt.asSeconds() * particle.rotationSpeed;

		for (const auto& affector : mAffectors)
			affector(particle, dt);
	}

	mNeedsVertexUpdate = true;
}
Exemple #11
0
//Update the spaceship
void Spaceship::updateCurrent(sf::Time dt)
{
    Entity::updateCurrent(dt);
    //If we don't have a target, stay where we are
    if(target == sf::Vector2f(0, 0))
        target = getWorldPosition();
    sf::Vector2f velocity = getVelocity();
    velocity += normalize((target-getWorldPosition()))*deltaV*dt.asSeconds();
    if(sqrt(velocity.x*velocity.x+velocity.y*velocity.y) > maxV)
        velocity = normalize(velocity)*maxV;
    setVelocity(velocity);
    if(velocity.x != 0||velocity.y != 0)
    {
        float rotation = atan2(velocity.y, velocity.x)*180/3.1415+90;
        while(rotation > 360)
            rotation -= 360;
        setRotation(rotation);
    }
}
Exemple #12
0
void Player::shoot(const sf::Time& elapsedTime)
{
	if (mCooldown > 0)
	{
		mCooldown -= elapsedTime.asSeconds();
	}

	if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space) && mCooldown <= 0)
	{
		mProjectileManager.addProjectile(sf::Vector2f(player.getPosition().x + player.getLocalBounds().width / 2, player.getPosition().y - player.getLocalBounds().height), sf::IntRect(134, 308, 55, 98));
		std::cout << player.getPosition().y << std::endl;
		mCooldown = mDelay;
	}

	if (!mProjectileManager.getSpriteVector().empty() && (mProjectileManager.getSpriteVector().back().getPosition().y > window.getSize().y - mProjectileManager.getSpriteVector().back().getLocalBounds().height))
	{
		mProjectileManager.getSpriteVector().pop_back();
	}
}
Exemple #13
0
void shape_system::gravity(sf::Time tElapsed)
{


	for (int i = 0; i < numberOfShapes; i++)
	{
		float dt = tElapsed.asSeconds();
		float u = shapesVelocities[i].j;
		float v = dt*acceleration + u;
		float s = u*dt + 0.5*acceleration*dt*dt;

		shapesVelocities[i].j = v;
		//cout << "v = " << v;

		sf::Vector2f  pos = shapes[i]->getPosition();
		pos.y = pos.y + s;
		shapes[i]->setPosition(pos);
	}
}
Exemple #14
0
        void update(sf::Time elapsed) {

            for (std::size_t i=0; i<m_particles.size(); ++i) {

                // update the particle lifetime
                m_particles[i].lifetime -= elapsed;

                // if the particle is dead, respawn it
                if (m_particles[i].lifetime <= sf::Time::Zero) resetParticle(i);

                // update the position of the corresponding vertex
                m_vertices[i].position += m_particles[i].velocity * elapsed.asSeconds();

                // update the alpha (transparency) of the particle according to its lifetime
                float ratio = m_particles[i].lifetime.asSeconds() / m_lifetime.asSeconds();

                m_vertices[i].color.a = static_cast<sf::Uint8>(ratio * 255);
            }
        }
Exemple #15
0
std::string MusicPlayer::getReadableMusicOffset(const sf::Time & offset) {
	int time_s = static_cast<int>(offset.asSeconds());
	int hours = time_s / 3600;
	time_s -= 3600 * hours;
	int minutes = time_s / 60;
	time_s -= 60 * minutes;
	int seconds = time_s;
	
	
	
	char * c_str = new char[64];
	
	if (hours > 0)
		sprintf(c_str, "%d:%02d:%02d", hours, minutes, seconds);
	else
		sprintf(c_str, "%d:%02d", minutes, seconds);
	
	return std::string(c_str);
}
Exemple #16
0
void Player::Update(sf::Time deltaTime)
{
    ProcessEvents();
    float seconds = deltaTime.asSeconds();
    if (rotation_ != 0)
    {
        float angle = rotation_ * 250 * seconds;
        sprite_.rotate(angle);
    }
    if (is_moving_)
    {
        float angle = sprite_.getRotation() / 180 * M_PI - M_PI / 2;
        speed_ = sf::Vector2f(Configuration::max_speed_ * std::cos(angle), Configuration::max_speed_ * std::sin(angle));
        //speed_ += sf::Vector2f(std::cos(angle), std::sin(angle)) * 100.f * seconds; //ship like movement
    }
    sprite_.move(seconds * speed_);
    rotation_ = 0;
    //is_moving_ = 0;
}
Exemple #17
0
// Add controls to move hero
void Hero::listenInputs(sf::Time elapsedTime) {
    sf::Vector2u position = getPosition();
    int speed = 150*elapsedTime.asSeconds();
    bool inAction = false;
    Orientation newOrientation = orientation;

    if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
        cout << "Up" << endl;
        position.y -= speed;
        newOrientation = Orientation::North;
        inAction = true;
    } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
        cout << "Right" << endl;
        position.x += speed;
        newOrientation = Orientation::East;
        inAction = true;
    } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
        cout << "Down" << endl;
        position.y += speed;
        newOrientation = Orientation::South;
        inAction = true;
    } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
        cout << "Left" << endl;
        position.x -= speed;
        newOrientation = Orientation::West;
        inAction = true;
    }
    
    if (newOrientation != orientation) {
        orientation = newOrientation;
        sprite.setAnimation(animations[orientation]);
    }
    
    if (inAction) {
        sprite.play();
    } else {
        sprite.pause();
    }
    
    setPosition(position);
    sprite.setPosition(position.x, position.y);
}
void World::update(sf::Time dt)
{
	// Scroll the world
	mWorldView.move(0.f, mScrollSpeed * dt.asSeconds());	

	// Move the player sidewards (plane scouts follow the main aircraft)
	sf::Vector2f position = mPlayerAircraft->getPosition();
	sf::Vector2f velocity = mPlayerAircraft->getVelocity();

	// If player touches borders, flip its X velocity
	if (position.x <= mWorldBounds.left + 150.f
	 || position.x >= mWorldBounds.left + mWorldBounds.width - 150.f)
	{
		velocity.x = -velocity.x;
		mPlayerAircraft->setVelocity(velocity);
	}

	// Apply movements
	mSceneGraph.update(dt);
}
Exemple #19
0
    void Player::update(sf::Time deltaTime)
    {
        float seconds = deltaTime.asSeconds();

        _time_since_last_shoot += deltaTime;

        if(_rotation != 0)
        {
            float angle = _rotation*250*seconds;
            _sprite.rotate(angle);
        }
        
        if(_is_moving)
        { 
            float angle = _sprite.getRotation() / 180 * M_PI - M_PI / 2;
            _impulse += sf::Vector2f(std::cos(angle),std::sin(angle)) * 300.f * seconds;
        }

        _sprite.move(seconds * _impulse);
    }
void GardenSelector::draw(sf::RenderWindow* window, sf::Time delta, int x, int y)
{
    _offset += _multiplier * (delta.asSeconds() * _movement);
    if(_multiplier == -1 && _offset <= _minOffset )
    {
        _multiplier = 1;
    }
    else if(_multiplier == 1 && _offset >= _maxOffset)
    {
        _multiplier = -1;
    }
    topLeft.setPosition(x-_offset, y-_offset);
    topRight.setPosition(x+_offset+_width-5,y-_offset);
    bottomLeft.setPosition(x-_offset,y+_offset+_height-5);
    bottomRight.setPosition(x+_offset+_width-5,y+_offset+_height-5);
    window->draw(topLeft);
    window->draw(topRight);
    window->draw(bottomLeft);
    window->draw(bottomRight);
}
Exemple #21
0
void GameObject::calculateAngle(sf::Time elapsedTime, sf::Vector2f target, bool neg)
{
    const float maxDelta = this->deltaAngle * elapsedTime.asSeconds();

    float newAngle = (float)-(atan2(representation.getPosition().x - target.x, representation.getPosition().y - target.y));
    newAngle = ezo::radToDeg(newAngle);
    if(neg) newAngle -= 180.f;
    if(newAngle < 0) newAngle += 360;

    float dAngle = newAngle - angle;
    if(dAngle > 180) dAngle -= 360;
        else if(dAngle < -180) dAngle += 360;
    if(dAngle > maxDelta) dAngle = maxDelta;
        else if(dAngle < -maxDelta) dAngle = -maxDelta;

    angle += dAngle;
    if(angle < 0.f) angle += 360.f;
        else if(angle > 360.f) angle -= 360.f;
    representation.setRotation(angle);
}
Exemple #22
0
    void Saucer::update(sf::Time deltaTime)
    {
        float seconds = deltaTime.asSeconds();

        //get the nearest object
        Entity* near = nullptr;
        float near_distance = 300;
        
        for(Entity* entity_ptr : _world.getEntities())
        {
            if(entity_ptr != this and(dynamic_cast<const Meteor*>(entity_ptr) or dynamic_cast<const ShootPlayer*>(entity_ptr)))
            {
                float x = getPosition().x - entity_ptr->getPosition().x;
                float y = getPosition().y - entity_ptr->getPosition().y;

                float dist = std::sqrt(x*x + y*y);
                if(dist < near_distance)
                {
                    near_distance = dist;
                    near = entity_ptr;
                }
            }
        }

        if(near != nullptr)
        {
            sf::Vector2f pos = near->getPosition() - getPosition();

            float angle_rad = std::atan2(pos.y,pos.x);
            _impulse -= sf::Vector2f(std::cos(angle_rad),std::sin(angle_rad)) * 300.f * seconds;
        }
        else
        {
            sf::Vector2f pos = Configuration::player->getPosition() - getPosition();

            float angle_rad = std::atan2(pos.y,pos.x);
            _impulse += sf::Vector2f(std::cos(angle_rad),std::sin(angle_rad)) * 100.f * seconds;
        }

        _sprite.move(seconds * _impulse);
    }
Exemple #23
0
    int DebugModule::update(sf::Time _timeSinceLastFrame){
        float oldfps=m_fpsTab[m_fpsTabIndex];
        float newFps=1.0f/_timeSinceLastFrame.asSeconds();
		m_fpsTab[m_fpsTabIndex]=newFps;
        m_averageFps=m_averageFps - oldfps + newFps;
        m_fpsTabIndex= ++m_fpsTabIndex % m_nbFpsSample;
		//float fps= m_averageFps/30.0f;
		float fps= newFps;
		if (fps>999){
			fps=999;
		}
		char text[11];
		sprintf(text,"%.2f fps",fps);
		
		m_fpsDisplay.setString(text);

        //m_graphicsEngine.render_window()->draw(m_fpsDisplay);
       // m_graphicsEngine.render_window()->display();

        return 0;
    }
Exemple #24
0
    void play(int frequency, sf::Time duration) {
        unsigned constexpr sample_rate{44100};

        unsigned const samples_size{static_cast<unsigned>(sample_rate * duration.asSeconds())};
        std::vector<sf::Int16> samples(samples_size);

        unsigned const amplitude{30000};
        double const two_pi{2 * 4 * std::atan(1)};
        double const increment{static_cast<double>(frequency) / sample_rate};
        double x{};
        for (unsigned i{}; i < samples_size; ++i) {
            samples[i] = amplitude * std::sin(x * two_pi);
            x += increment;
        }

        if (not sound_buffer.loadFromSamples(samples.data(), samples_size, 1, sample_rate))
            throw "Failed to load buffer";

        sound.setBuffer(sound_buffer);
        sound.play();
    }
Exemple #25
0
bool HistoryDialog::onMove(sf::Time dt, sf::Vector2f dest)
{
    if (getPosition() != dest)
    {
        sf::Vector2f s = dest - getPosition();
        sf::Vector2f dir = unitVector(s);
        setVelocity(dir * MOVEMENT_SPEED);
        if (magnitudeOf(getVelocity() * dt.asSeconds()) > magnitudeOf(s))
        {
            setVelocity(0.f, 0.f);
            setPosition(dest);
            return true;
        }
        return false;
    }
    else
    {
        setVelocity(0.f, 0.f);
        return true;
    }
}
Exemple #26
0
void Character::updateMovementPattern(sf::Time dt)
{
	const std::vector<Direction>& directions = Table[mType].directions;
	if (!directions.empty())
	{
		// Moved long enough in current direction: Change direction
		if (mTravelledDistance > directions[mDirectionIndex].distance)
		{
			mDirectionIndex = (mDirectionIndex + 1) % directions.size();
			mTravelledDistance = 0.f;
		}

		// Compute velocity from direction
		float radians = toRadian(directions[mDirectionIndex].angle + 90.f);
		float vx = getMaxSpeed() * std::cos(radians);
		float vy = getMaxSpeed() * std::sin(radians);

		setVelocity(vx, vy);

		mTravelledDistance += getMaxSpeed() * dt.asSeconds();
	}
}
Exemple #27
0
void
World::update( sf::Time dt ) {
    mWorldView.move(
        0.0f,
        mScrollSpeed * dt.asSeconds() * mScrollSpeedCompensation
    );

    for ( Aircraft* a : mPlayerAircrafts ) {
        a->SetVelocity( 0.0f, 0.0f );
    }

    destroyEntitiesOutsideView();
    guideMissiles();

    while ( !mCommandQueue.isEmpty() ) {
        mSceneGraph.OnCommand( mCommandQueue.pop(), dt );
    }

    adaptPlayerVelocity();
    handleCollisions();

    // Remove aircrafts that were destroyed
    // (World::removeWrecks() only destroys the entities,
    // not the pointers in mPlayerAircrafts)
    auto firstToRemove = std::remove_if(
        mPlayerAircrafts.begin(),
        mPlayerAircrafts.end(),
        std::mem_fn( &Aircraft::IsMarkedForRemoval )
    );
    mPlayerAircrafts.erase( firstToRemove, mPlayerAircrafts.end() );

    mSceneGraph.RemoveWrecks();
    spawnEnemies();

    mSceneGraph.Update( dt, mCommandQueue );
    adaptPlayerPosition();

    updateSounds();
}
void BodySystem::update(sf::Time deltaTime)
{
	// scale the time step with the deltaTime
	double dt = TIME_STEP * deltaTime.asSeconds();

	// update each body position
	for (unsigned int i = 0; i < _bodies.size(); i++)
	{
		Body* body = _bodies[i];
		body->updatePosition(dt);
		body->updateRender();
	}

	// Recalculate accelerations and update body velocities
	computeAccelerations();

	for (unsigned int i = 0; i < _bodies.size(); i++)
	{
		Body* body = _bodies[i];
		body->updateVelocity(dt);
	}
}
Exemple #29
0
void Game::update(sf::Time deltaTime)
{
	sf::Vector2f movement(0.f, 0.f);
	if (isMovingUp)
	{
		movement.y -= 1.f;
	}
	if (isMovingDown)
	{
		movement.y += 1.f;
	}
	if (isMovingLeft)
	{
		movement.x -= 1.f;
	}
	if (isMovingRight)
	{
		movement.x += 1.f;
	}

	player.move(movement * deltaTime.asSeconds());
}
Exemple #30
0
void GUI::update(sf::Time deltaTime)
{
#ifdef PONG_BENGINE_TICK_CALC

	float f_elapsed;
	if (this->m_lastTime == 0)
	{
		f_elapsed = 0;
		this->m_lastTime = this->m_deltaFPS->getClock().getElapsedTime().asMilliseconds();
	}
	else
	{
		float f_nextTime = this->m_deltaFPS->getClock().getElapsedTime().asMilliseconds();
		f_elapsed = f_nextTime - this->m_lastTime;
		this->m_lastTime = f_nextTime;
	}
	this->m_context->injectTimePulse(f_elapsed / 1000.0f);
#else
	this->m_context->injectTimePulse(deltaTime.asSeconds());
#endif

}