Esempio n. 1
0
bool RuntimeObject::CursorOnObject(RuntimeScene &scene, bool) {
  RuntimeLayer &theLayer = scene.GetRuntimeLayer(layer);
  auto insideObject = [this](const sf::Vector2f &pos) {
    return GetDrawableX() <= pos.x && GetDrawableX() + GetWidth() >= pos.x &&
           GetDrawableY() <= pos.y && GetDrawableY() + GetHeight() >= pos.y;
  };

  for (std::size_t cameraIndex = 0; cameraIndex < theLayer.GetCameraCount();
       ++cameraIndex) {
    const auto &view = theLayer.GetCamera(cameraIndex).GetSFMLView();

    sf::Vector2f mousePos = scene.renderWindow->mapPixelToCoords(
        scene.GetInputManager().GetMousePosition(), view);

    if (insideObject(mousePos)) return true;

    auto &touches = scene.GetInputManager().GetAllTouches();
    for (auto &it : touches) {
      sf::Vector2f touchPos =
          scene.renderWindow->mapPixelToCoords(it.second, view);
      if (insideObject(touchPos)) return true;
    }
  }

  return false;
}
Esempio n. 2
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double GD_API GetCursorYPosition(RuntimeScene &scene,
                                 const gd::String &layer,
                                 std::size_t camera) {
  if (scene.GetRuntimeLayer(layer).GetCameraCount() == 0) return 0;
  if (camera >= scene.GetRuntimeLayer(layer).GetCameraCount()) camera = 0;

  // Get view, and compute mouse position
  const sf::View &view =
      scene.GetRuntimeLayer(layer).GetCamera(camera).GetSFMLView();
  return scene.renderWindow
      ->mapPixelToCoords(scene.GetInputManager().GetMousePosition(), view)
      .y;
}
Esempio n. 3
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bool RuntimeSpriteObject::CursorOnObject(RuntimeScene & scene, bool accurate)
{
    #if defined(ANDROID) //TODO: Accurate test leads to strange result with touches.
    accurate = false;
    #endif

    RuntimeLayer & theLayer = scene.GetRuntimeLayer(layer);
    auto insideObject = [this, accurate](const sf::Vector2f & pos) {
        if (GetDrawableX() <= pos.x
            && GetDrawableX() + GetWidth()  >= pos.x
            && GetDrawableY() <= pos.y
            && GetDrawableY() + GetHeight() >= pos.y)
        {
            int localX = static_cast<int>( pos.x - GetDrawableX() );
            int localY = static_cast<int>( pos.y - GetDrawableY() );

            return ( !accurate || GetCurrentSprite().GetSFMLTexture()->image.getPixel(localX , localY).a != 0);
        }
    };

    for (std::size_t cameraIndex = 0;cameraIndex < theLayer.GetCameraCount();++cameraIndex)
    {
        const auto & view = theLayer.GetCamera(cameraIndex).GetSFMLView();

        sf::Vector2f mousePos = scene.renderWindow->mapPixelToCoords(
            scene.GetInputManager().GetMousePosition(), view);

        if (insideObject(mousePos)) return true;

        auto & touches = scene.GetInputManager().GetAllTouches();
        for(auto & it : touches)
        {
            sf::Vector2f touchPos = scene.renderWindow->mapPixelToCoords(it.second, view);
            if (insideObject(touchPos)) return true;
        }
    }

    return false;
}
Esempio n. 4
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bool RuntimeObject::CursorOnObject(RuntimeScene & scene, bool)
{
    RuntimeLayer & theLayer = scene.GetRuntimeLayer(layer);

    for (std::size_t cameraIndex = 0;cameraIndex < theLayer.GetCameraCount();++cameraIndex)
    {
        sf::Vector2f mousePos = scene.renderWindow->mapPixelToCoords(
            scene.GetInputManager().GetMousePosition(), theLayer.GetCamera(cameraIndex).GetSFMLView());

        if (GetDrawableX() <= mousePos.x
            && GetDrawableX() + GetWidth()  >= mousePos.x
            && GetDrawableY() <= mousePos.y
            && GetDrawableY() + GetHeight() >= mousePos.y)
        {
            return true;
        }
    }

    return false;
}
Esempio n. 5
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bool RuntimeSpriteObject::CursorOnObject(RuntimeScene & scene, bool accurate)
{
    RuntimeLayer & theLayer = scene.GetRuntimeLayer(layer);

    for (std::size_t cameraIndex = 0;cameraIndex < theLayer.GetCameraCount();++cameraIndex)
    {
        sf::Vector2f mousePos = scene.renderWindow->mapPixelToCoords(
            scene.GetInputManager().GetMousePosition(), theLayer.GetCamera(cameraIndex).GetSFMLView());

        if (GetDrawableX() <= mousePos.x
            && GetDrawableX() + GetWidth()  >= mousePos.x
            && GetDrawableY() <= mousePos.y
            && GetDrawableY() + GetHeight() >= mousePos.y)
        {
            int localX = static_cast<int>( mousePos.x - GetDrawableX() );
            int localY = static_cast<int>( mousePos.y - GetDrawableY() );

            return ( !accurate || GetCurrentSprite().GetSFMLTexture()->image.getPixel( localX , localY ).a != 0 );
        }
    }

    return false;
}
Esempio n. 6
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void TopDownMovementRuntimeBehavior::DoStepPreEvents(RuntimeScene& scene) {
  // Get the player input:
  leftKey |=
      !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Left");
  rightKey |=
      !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Right");
  downKey |=
      !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Down");
  upKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Up");

  int direction = -1;
  float directionInRad = 0;
  float directionInDeg = 0;
  if (!allowDiagonals) {
    if (upKey && !downKey)
      direction = 6;
    else if (!upKey && downKey)
      direction = 2;

    if (!upKey && !downKey) {
      if (leftKey && !rightKey)
        direction = 4;
      else if (!leftKey && rightKey)
        direction = 0;
    }
  } else {
    if (upKey && !downKey) {
      if (leftKey && !rightKey)
        direction = 5;
      else if (!leftKey && rightKey)
        direction = 7;
      else
        direction = 6;
    } else if (!upKey && downKey) {
      if (leftKey && !rightKey)
        direction = 3;
      else if (!leftKey && rightKey)
        direction = 1;
      else
        direction = 2;
    } else {
      if (leftKey && !rightKey)
        direction = 4;
      else if (!leftKey && rightKey)
        direction = 0;
    }
  }

  // Update the speed of the object
  float timeDelta =
      static_cast<double>(object->GetElapsedTime(scene)) / 1000000.0;
  if (direction != -1) {
    directionInRad = static_cast<float>(direction) * gd::Pi() / 4.0;
    directionInDeg = static_cast<float>(direction) * 45;

    xVelocity += acceleration * timeDelta * cos(directionInRad);
    yVelocity += acceleration * timeDelta * sin(directionInRad);
  } else {
    directionInRad = atan2(yVelocity, xVelocity);
    directionInDeg = atan2(yVelocity, xVelocity) * 180.0 / gd::Pi();

    bool xVelocityWasPositive = xVelocity >= 0;
    bool yVelocityWasPositive = yVelocity >= 0;
    xVelocity -= deceleration * timeDelta * cos(directionInRad);
    yVelocity -= deceleration * timeDelta * sin(directionInRad);
    if ((xVelocity > 0) ^ xVelocityWasPositive) xVelocity = 0;
    if ((yVelocity > 0) ^ yVelocityWasPositive) yVelocity = 0;
  }

  float speed = sqrt(xVelocity * xVelocity + yVelocity * yVelocity);
  if (speed > maxSpeed) {
    xVelocity = maxSpeed * cos(directionInRad);
    yVelocity = maxSpeed * sin(directionInRad);
  }
  angularSpeed = angularMaxSpeed;  // No acceleration for angular speed for now

  // Position object
  object->SetX(object->GetX() + xVelocity * timeDelta);
  object->SetY(object->GetY() + yVelocity * timeDelta);

  // Also update angle if needed
  if ((xVelocity != 0 || yVelocity != 0)) {
    angle = directionInDeg;

    if (rotateObject) {
      float angularDiff = GDpriv::MathematicalTools::angleDifference(
          object->GetAngle(), directionInDeg + angleOffset);
      bool diffWasPositive = angularDiff >= 0;

      float newAngle = object->GetAngle() + (diffWasPositive ? -1.0 : 1.0) *
                                                angularSpeed * timeDelta;
      if ((GDpriv::MathematicalTools::angleDifference(
               newAngle, directionInDeg + angleOffset) > 0) ^
          diffWasPositive)
        newAngle = directionInDeg + angleOffset;
      object->SetAngle(newAngle);

      if (object->GetAngle() !=
          newAngle)  // Objects like sprite in 8 directions
                     // does not handle small increments...
        object->SetAngle(
            directionInDeg +
            angleOffset);  //...so force them to be in the path angle anyway.
    }
  }

  leftKey = false;
  rightKey = false;
  upKey = false;
  downKey = false;
}
Esempio n. 7
0
void PlatformerObjectBehavior::DoStepPreEvents(RuntimeScene& scene) {
  if (parentScene != &scene)  // Parent scene has changed
  {
    parentScene = &scene;
    sceneManager =
        parentScene ? &ScenePlatformObjectsManager::managers[&scene] : NULL;
    floorPlatform = NULL;
  }

  if (!sceneManager) return;

  double timeDelta =
      static_cast<double>(object->GetElapsedTime(scene)) / 1000000.0;

  // 0.1) Get the player input:

  double requestedDeltaX = 0;
  double requestedDeltaY = 0;

  // Change the speed according to the player's input.
  leftKey |=
      !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Left");
  rightKey |=
      !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Right");
  if (leftKey) currentSpeed -= acceleration * timeDelta;
  if (rightKey) currentSpeed += acceleration * timeDelta;

  // Take deceleration into account only if no key is pressed.
  if (leftKey == rightKey) {
    bool wasPositive = currentSpeed > 0;
    currentSpeed -= deceleration * timeDelta * (wasPositive ? 1.0 : -1.0);

    // Set the speed to 0 if the speed was top low.
    if (wasPositive && currentSpeed < 0) currentSpeed = 0;
    if (!wasPositive && currentSpeed > 0) currentSpeed = 0;
  }

  if (currentSpeed > maxSpeed) currentSpeed = maxSpeed;
  if (currentSpeed < -maxSpeed) currentSpeed = -maxSpeed;
  requestedDeltaX += currentSpeed * timeDelta;

  // Compute the list of the objects that will be used
  std::set<PlatformBehavior*> potentialObjects =
      GetPotentialCollidingObjects(std::max(requestedDeltaX, maxFallingSpeed));
  std::set<PlatformBehavior*> overlappedJumpThru =
      GetJumpthruCollidingWith(potentialObjects);

  // Check that the floor object still exists and is near the object.
  if (isOnFloor &&
      potentialObjects.find(floorPlatform) == potentialObjects.end()) {
    isOnFloor = false;
    floorPlatform = NULL;
  }

  // Check that the grabbed platform object still exists and is near the object.
  if (isGrabbingPlatform &&
      potentialObjects.find(grabbedPlatform) == potentialObjects.end()) {
    ReleaseGrabbedPlatform();
  }

  // 0.2) Track changes in object size

  // Stick the object to the floor if its height has changed.
  if (trackSize && isOnFloor && oldHeight != object->GetHeight() &&
      !scene.GetTimeManager().IsFirstLoop()) {
    object->SetY(floorLastY - object->GetHeight() +
                 (object->GetY() - object->GetDrawableY()) - 1);
  }

  oldHeight = object->GetHeight();

  // 1) X axis:

  // Shift the object according to the floor movement.
  if (isOnFloor) {
    requestedDeltaX += floorPlatform->GetObject()->GetX() - floorLastX;
    requestedDeltaY += floorPlatform->GetObject()->GetY() - floorLastY;
  }

  // Shift the object according to the grabbed platform movement.
  if (isGrabbingPlatform) {
    // This erases any other movement
    requestedDeltaX =
        grabbedPlatform->GetObject()->GetX() - grabbedPlatformLastX;
    requestedDeltaY =
        grabbedPlatform->GetObject()->GetY() - grabbedPlatformLastY;
  }

  // Ensure the object is not stuck
  if (SeparateFromPlatforms(potentialObjects, true)) {
    canJump =
        true;  // After being unstuck, the object must be able to jump again.
  }

  // Move the object on x axis.
  double oldX = object->GetX();
  if (requestedDeltaX != 0) {
    object->SetX(object->GetX() + requestedDeltaX);
    bool tryRounding = true;
    // Colliding: Try to push out from the solid.
    // Note that jump thru are never obstacle on X axis.
    while (IsCollidingWith(
        potentialObjects, floorPlatform, /*excludeJumpthrus=*/true)) {
      if ((requestedDeltaX > 0 && object->GetX() <= oldX) ||
          (requestedDeltaX < 0 && object->GetX() >= oldX)) {
        object->SetX(oldX);  // Unable to move the object without being stuck in
                             // an obstacle.
        break;
      }

      // If on floor: try get up a bit to bypass not perfectly aligned floors.
      if (isOnFloor) {
        object->SetY(object->GetY() - 1);
        if (!IsCollidingWith(
                potentialObjects, floorPlatform, /*excludeJumpthrus=*/true))
          break;
        object->SetY(object->GetY() + 1);
      }

      if (tryRounding) {
        // First try rounding the position as this might be sufficient to get
        // the object out of the wall.
        object->SetX(GDRound(object->GetX()));
        tryRounding = false;
      } else {
        object->SetX(GDRound(object->GetX()) + (requestedDeltaX > 0 ? -1 : 1));
      }
      currentSpeed = 0;  // Collided with a wall
    }
  }

  // 2) Y axis:

  // Go on a ladder
  ladderKey |=
      !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Up");
  if (ladderKey && IsOverlappingLadder(potentialObjects)) {
    canJump = true;
    isOnFloor = false;
    floorPlatform = NULL;
    currentJumpSpeed = 0;
    currentFallSpeed = 0;
    isOnLadder = true;
  }

  if (isOnLadder) {
    upKey |=
        !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Up");
    downKey |=
        !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Down");
    if (upKey) requestedDeltaY -= 150 * timeDelta;
    if (downKey) requestedDeltaY += 150 * timeDelta;

    // Coming to an extremity of a ladder
    if (!IsOverlappingLadder(potentialObjects)) {
      isOnLadder = false;
    }
  }

  // Fall
  if (!isOnFloor && !isOnLadder && !isGrabbingPlatform) {
    currentFallSpeed += gravity * timeDelta;
    if (currentFallSpeed > maxFallingSpeed) currentFallSpeed = maxFallingSpeed;

    requestedDeltaY += currentFallSpeed * timeDelta;
    requestedDeltaY = std::min(requestedDeltaY, maxFallingSpeed * timeDelta);
  }

  // Grabbing a platform
  if (canGrabPlatforms && requestedDeltaX != 0 && !isOnLadder && !isOnFloor) {
    bool tryGrabbingPlatform = false;

    object->SetX(object->GetX() +
                 (requestedDeltaX > 0 ? xGrabTolerance : -xGrabTolerance));
    auto collidingObjects =
        GetPlatformsCollidingWith(potentialObjects, overlappedJumpThru);
    if (!collidingObjects.empty() &&
        CanGrab(*collidingObjects.begin(), requestedDeltaY)) {
      tryGrabbingPlatform = true;
    }
    object->SetX(object->GetX() +
                 (requestedDeltaX > 0 ? -xGrabTolerance : xGrabTolerance));

    // Check if we can grab the collided platform
    if (tryGrabbingPlatform) {
      double oldY = object->GetY();
      PlatformBehavior* collidingPlatform = *collidingObjects.begin();
      object->SetY(collidingPlatform->GetObject()->GetY() +
                   collidingPlatform->GetYGrabOffset() - yGrabOffset);
      if (!IsCollidingWith(potentialObjects, NULL, /*excludeJumpthrus=*/true)) {
        isGrabbingPlatform = true;
        grabbedPlatform = collidingPlatform;
        requestedDeltaY = 0;
      } else {
        object->SetY(oldY);
      }
    }
  }

  releaseKey |=
      !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Down");
  if (isGrabbingPlatform && !releaseKey) {
    canJump = true;
    currentJumpSpeed = 0;
    currentFallSpeed = 0;
    grabbedPlatformLastX = grabbedPlatform->GetObject()->GetX();
    grabbedPlatformLastY = grabbedPlatform->GetObject()->GetY();
  }
  if (releaseKey) ReleaseGrabbedPlatform();

  // Jumping
  jumpKey |= !ignoreDefaultControls &&
             (scene.GetInputManager().IsKeyPressed("LShift") ||
              scene.GetInputManager().IsKeyPressed("RShift") ||
              scene.GetInputManager().IsKeyPressed("Space"));
  if (canJump && jumpKey) {
    jumping = true;
    canJump = false;
    // isOnFloor = false; If floor is a very steep slope, the object could go
    // into it.
    isOnLadder = false;
    currentJumpSpeed = jumpSpeed;
    currentFallSpeed = 0;
    isGrabbingPlatform = false;
    // object->SetY(object->GetY()-1);
  }

  if (jumping) {
    requestedDeltaY -= currentJumpSpeed * timeDelta;
    currentJumpSpeed -= gravity * timeDelta;
    if (currentJumpSpeed < 0) {
      currentJumpSpeed = 0;
      jumping = false;
    }
  }

  // Follow the floor
  if (isOnFloor) {
    if (object->IsCollidingWith(floorPlatform->GetObject(),
                                ignoreTouchingEdges)) {
      // Floor is getting up, as the object is colliding with it.
      double oldY = object->GetY();
      int step = 0;
      bool stillInFloor = false;
      do {
        if (step >=
            floor(std::abs(
                requestedDeltaX *
                slopeClimbingFactor)))  // Slope is too step ( > max angle )
        {
          object->SetY(object->GetY() -
                       (std::abs(requestedDeltaX * slopeClimbingFactor) -
                        (double)step));  // Try to add the decimal part.
          if (object->IsCollidingWith(floorPlatform->GetObject(),
                                      ignoreTouchingEdges))
            stillInFloor = true;  // Too steep.

          break;
        }

        // Try to get out of the floor.
        object->SetY(object->GetY() - 1);
        step++;
      } while (object->IsCollidingWith(floorPlatform->GetObject(),
                                       ignoreTouchingEdges));

      if (stillInFloor) {
        object->SetY(oldY);  // Unable to follow the floor ( too steep ): Go
                             // back to the original position.
        object->SetX(oldX);  // And also revert the shift on X axis.
      }
    } else {
      // Floor is flat or get down.
      double oldY = object->GetY();
      double tentativeStartY = object->GetY() + 1;
      object->SetY(roundCoordinates ? GDRound(tentativeStartY)
                                    : tentativeStartY);
      int step = 0;
      bool noMoreOnFloor = false;
      while (!IsCollidingWith(potentialObjects)) {
        if (step >
            std::abs(requestedDeltaX *
                     slopeClimbingFactor))  // Slope is too step ( > 50% )
        {
          noMoreOnFloor = true;
          break;
        }

        // Object was on floor, but no more: Maybe a slope, try to follow it.
        object->SetY(object->GetY() + 1);
        step++;
      }
      if (noMoreOnFloor)
        object->SetY(oldY);  // Unable to follow the floor: Go back to the
                             // original position. Fall will be triggered next
                             // tick.
      else
        object->SetY(object->GetY() -
                     1);  // Floor touched: Go back 1 pixel over.
    }
  }

  // Move the object on Y axis
  if (requestedDeltaY != 0) {
    double oldY = object->GetY();
    object->SetY(object->GetY() + requestedDeltaY);

    // Stop when colliding with an obstacle.
    while ((requestedDeltaY < 0 &&
            IsCollidingWith(potentialObjects,
                            NULL,
                            /*excludeJumpThrus=*/true))  // Jumpthru = obstacle
                                                         // <=> Never when going
                                                         // up
           || (requestedDeltaY > 0 &&
               IsCollidingWith(potentialObjects,
                               overlappedJumpThru)))  // Jumpthru = obstacle <=>
                                                      // Only if not already
                                                      // overlapped when goign
                                                      // down
    {
      jumping = false;
      currentJumpSpeed = 0;
      if ((requestedDeltaY > 0 && object->GetY() <= oldY) ||
          (requestedDeltaY < 0 && object->GetY() >= oldY)) {
        object->SetY(oldY);  // Unable to move the object without being stuck in
                             // an obstacle.
        break;
      }

      object->SetY(floor(object->GetY()) + (requestedDeltaY > 0 ? -1 : 1));
    }
  }

  // 3) Update the current floor data for the next tick:
  overlappedJumpThru = GetJumpthruCollidingWith(potentialObjects);
  if (!isOnLadder) {
    // Check if the object is on a floor:
    // In priority, check if the last floor platform is still the floor.
    double oldY = object->GetY();
    object->SetY(object->GetY() + 1);
    if (isOnFloor && object->IsCollidingWith(floorPlatform->GetObject(),
                                             ignoreTouchingEdges)) {
      // Still on the same floor
      floorLastX = floorPlatform->GetObject()->GetX();
      floorLastY = floorPlatform->GetObject()->GetY();
    } else {
      // Check if landing on a new floor: (Exclude already overlapped jump truh)
      std::set<PlatformBehavior*> collidingObjects =
          GetPlatformsCollidingWith(potentialObjects, overlappedJumpThru);
      if (!collidingObjects.empty())  // Just landed on floor
      {
        isOnFloor = true;
        canJump = true;
        jumping = false;
        currentJumpSpeed = 0;
        currentFallSpeed = 0;

        floorPlatform = *collidingObjects.begin();
        floorLastX = floorPlatform->GetObject()->GetX();
        floorLastY = floorPlatform->GetObject()->GetY();

        ReleaseGrabbedPlatform();  // Ensure nothing is grabbed.
      } else                       // In the air
      {
        canJump = false;
        isOnFloor = false;
        floorPlatform = NULL;
      }
    }
    object->SetY(oldY);
  }

  // 4) Do not forget to reset pressed keys
  leftKey = false;
  rightKey = false;
  ladderKey = false;
  upKey = false;
  downKey = false;
  jumpKey = false;
  releaseKey = false;

  // 5) Track the movement
  hasReallyMoved = std::abs(object->GetX() - oldX) >= 1;
}
Esempio n. 8
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int GD_API GetMouseWheelDelta(RuntimeScene &scene) {
  return scene.GetInputManager().GetMouseWheelDelta();
}
Esempio n. 9
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bool GD_API MouseButtonReleased(RuntimeScene &scene, const gd::String &button) {
  return scene.GetInputManager().IsMouseButtonReleased(button);
}
Esempio n. 10
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void GD_API CenterCursorVertically(RuntimeScene &scene) {
  sf::Mouse::setPosition(
      sf::Vector2i(scene.GetInputManager().GetMousePosition().x,
                   scene.renderWindow->getSize().y / 2),
      *scene.renderWindow);
}
Esempio n. 11
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gd::String GD_API LastPressedKey(RuntimeScene & scene)
{
    return scene.GetInputManager().GetLastPressedKey();
}
Esempio n. 12
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bool GD_API AnyKeyIsPressed(RuntimeScene & scene)
{
    return scene.GetInputManager().AnyKeyIsPressed();
}
Esempio n. 13
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bool GD_API WasKeyReleased(RuntimeScene & scene, gd::String key)
{
    return scene.GetInputManager().WasKeyReleased(key);
}
Esempio n. 14
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bool GD_API IsKeyPressed(RuntimeScene & scene, gd::String key)
{
    return scene.GetInputManager().IsKeyPressed(key);
}