Esempio n. 1
0
void KCurvature(const std::vector<Point2Di>& boundary, int k, std::vector<float>& curvature)
{

	// Clear any previous curvature data
	curvature.resize(boundary.size());

	int boundaryLength = boundary.size();
	for(int i=0; i<boundaryLength; i++)
	{
		int backIndex = (i - k) % boundaryLength;
		if(backIndex < 0)
			backIndex += boundaryLength;

		int fwrdIndex = (i + k) % boundaryLength;
		if(fwrdIndex >= boundaryLength)
			fwrdIndex = boundaryLength - fwrdIndex;

		Point2Di backVector(boundary[i].x - boundary[backIndex].x, boundary[i].y - boundary[backIndex].y);
		Point2Di fwrdVector(boundary[i].x - boundary[fwrdIndex].x, boundary[i].y - boundary[fwrdIndex].y);
    
		curvature[i] = std::acos(Point2Di::Dot(backVector, fwrdVector) / (backVector.Magnitude() * fwrdVector.Magnitude()));
	}

	return;
}
Esempio n. 2
0
int main()
{
    //Create window, and limit frame rate
    sf::RenderWindow window (sf::VideoMode(800, 600, 32), "Game", sf::Style::Default);
    window.setFramerateLimit(60);

//------------------------TEXTURES------------------------------

    //Declare textures
    sf::Texture texture;
    sf::Texture texture1;
    sf::Texture texture2;
    //Load image
    if(!texture.loadFromFile("Sprites/main.png"))
    {
        return 1;
    }
    if(!texture1.loadFromFile("Sprites/background.png"))
    {
        return 1;
    }
    if(!texture2.loadFromFile("Sprites/house.png"))
    {
        return 1;
    }

//------------------------SPRITES--------------------------

    //Creates and places the sprites
    sf::Sprite sprite;
    sf::Sprite background;
    sf::Sprite house;
    sprite.setPosition(400, 300);
    background.setPosition(0, 0);
    house.setPosition(440, 300);

    //Loads texture into sprite
    sprite.setTexture(texture);
    background.setTexture(texture1);
    house.setTexture(texture2);

//-------------------------RECTANGLES--------------------------------

    //Declares the rectangles
    sf::IntRect front(1, 1, 18, 24);
    sf::IntRect back (20, 1, 18, 24);
    sf::IntRect left (20, 26, 18, 24);
    sf::IntRect right (1, 26, 18, 24);
    //Steps
    sf::IntRect frontLeft(39, 1, 18, 24);
    sf::IntRect frontRight(39, 26, 18, 24);
    sf::IntRect backLeft();
    sf::IntRect backRight();
    sf::IntRect leftLeft();
    sf::IntRect leftRight();
    sf::IntRect rightLeft();
    sf::IntRect rightRight();

    sf::IntRect backgroundRect (0, 0, 800, 600);

    sf::IntRect houseRect (0, 0, 17, 22);


    //Crop sprites using rectangles defined above
    sprite.setTextureRect(front);
    background.setTextureRect(backgroundRect);
    house.setTextureRect(houseRect);

//-----------------------SOUND------------------------------------------------------

    //Declare the Sound Buffer
    sf::SoundBuffer footstepsBuffer;
    sf::SoundBuffer bumpBuffer;
    //Loads the sound file
    if(!footstepsBuffer.loadFromFile("Sounds/footsteps.wav"))
    {
        return 1;
    }
    if(!bumpBuffer.loadFromFile("Sounds/bump.wav"))
    {
        return 1;
    }

    //Declare sound
    sf::Sound footsteps;
    sf::Sound bump;
    //Load Buffer into Sound
    footsteps.setBuffer(footstepsBuffer);
    bump.setBuffer(bumpBuffer);

//-------------------------------MAIN-----------------------------

    //Main window loop
    while(window.isOpen())
    {
        sf::Event event;

        //Vectors used for collision
        sf::Vector2i spritePosition(sprite.getPosition());
        sf::Vector2i backgroundPosition(background.getPosition());
        sf::Vector2i housePosition(house.getPosition());

        //Sprite Vectors
        sf::Vector2i backVector(back.width, back.height);
        sf::Vector2i frontVector(front.width, front.height);
        sf::Vector2i rightVector(right.width, right.height);
        sf::Vector2i leftVector(left.width, left.height);

        //House Vectors
        sf::Vector2i houseVector(houseRect.width, houseRect.height);

        while(window.pollEvent(event))
        {
            if(event.type == sf::Event::Closed)
            {
                window.close();
            }

            if(event.key.code == sf::Keyboard::Insert)
            {
                sf::Image screenshot = window.capture();
                screenshot.saveToFile("Screenshot.png");
            }
        }

//-----------------------------------MOVEMENT----------------------------------------

        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
        {
            //Change to stepping sprite
            Sleep(250);
            sprite.setTextureRect(back);
            sprite.move(0, -24);
            //Redeclaring the collision textures
            sf::Vector2i spritePosition(sprite.getPosition());
            sf::Vector2i housePosition(house.getPosition());
            if(collision(spritePosition, backVector, housePosition, houseVector) == true)
            {
                sprite.move(0, 24);
                bump.play();
            }
            else
            {
                footsteps.play();
            }
        }

        else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
        {
            //Change to stepping sprite
            Sleep(250);
            sprite.setTextureRect(front);
            sprite.move(0, 24);
            //Redeclaring the collision textures
            sf::Vector2i spritePosition(sprite.getPosition());
            sf::Vector2i housePosition(house.getPosition());
            if(collision(spritePosition, frontVector, housePosition, houseVector) == true)
            {
                sprite.move(0, -24);
                bump.play();
            }
            else
            {
                footsteps.play();
            }
        }

        else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
        {
            //Change to stepping sprite
            Sleep(250);
            sprite.setTextureRect(right);
            sprite.move(19, 0);
            //Redeclaring the collision textures
            sf::Vector2i spritePosition(sprite.getPosition());
            sf::Vector2i housePosition(house.getPosition());
            if(collision(spritePosition, leftVector, housePosition, houseVector) == true)
            {
                sprite.move(-19, 0);
                bump.play();
            }
            else
            {
                footsteps.play();
            }
        }

        else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
        {
            //Change to stepping sprite
            Sleep(250);
            sprite.setTextureRect(left);
            sprite.move(-19, 0);
            //Redeclaring the collision textures
            sf::Vector2i spritePosition(sprite.getPosition());
            sf::Vector2i housePosition(house.getPosition());
            if(collision(spritePosition, rightVector, housePosition, houseVector) == true)
            {
                sprite.move(19, 0);
                bump.play();
            }
            else
            {
                footsteps.play();
            }
        }

        //Draw sequence
        window.clear(); //(Red, Green, Blue, (optional) Alpha) Alpha is transperency

        //Draw....

        window.draw(background);

        window.draw(house);

        window.draw(sprite);

        window.display();

        std::cout << x << std::endl;
        std::cout << y << std::endl;
    }
    return 0;
}