Esempio n. 1
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/*
 *  Mostra na tela os indicadores básicos do jogo:
 *  vidas restantes, HP e pontuação.
 */
void Jogo::exibeHud()
{
    float x = 0.10 * janela.getSize().x;
    float y = 0.15 * janela.getSize().y;

    /* Desenha vidas extras da nave */
    static sf::CircleShape losango(20.0, 4);
    for (int i = 0; i < nave->getVidas(); i++) {
        double deltaX = 2.5 * losango.getRadius();
        losango.setPosition(x + (i * deltaX), y);
        janela.draw(losango); 
    }
    /* Desenha caixa da lifebar */
    y += 3.0 * losango.getRadius();
    static sf::RectangleShape caixa({200.0, 10.0});
    caixa.setPosition(x, y);
    caixa.setFillColor(sf::Color::Blue);
    janela.draw(caixa);

    /* Desenha lifebar com parcial do HP */
    float k = (float) nave->getHP() / nave->getHPMax();
    sf::RectangleShape lifebar({k * caixa.getSize().x,
                                    caixa.getSize().y});
    lifebar.setPosition(x, y);
    lifebar.setFillColor(k > 0.25 ? sf::Color::Green : sf::Color::Red);
    janela.draw(lifebar);

    /* Imprime pontuação (e, se for o caso, mensagem de pausa) */
    y += 2.5 * lifebar.getSize().y;
    sf::String str = "Score: " + std::to_string(nave->getScore());
    if (pausado) str += " (pausa)";
    sf::Text texto(str, fonte, 20);
    texto.setPosition(x, y);
    janela.draw(texto);
}
Esempio n. 2
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/*
	Name:	checkCircleCollision
	Desc:	given to circles, it will check to see if they are colliding.
	Args:	p_circle1,	the first circle
			p_circle2,	the second circle to check against.
	Rtrn:	bool,	if the two are colliding
*/
bool Game::checkCircleCollision(const sf::CircleShape &p_circle1, const sf::CircleShape &p_circle2)
{
	float xDistance = p_circle1.getPosition().x - p_circle2.getPosition().x;
	float yDistance = p_circle1.getPosition().y - p_circle2.getPosition().y;

	return sqrt((xDistance * xDistance) + (yDistance * yDistance)) < p_circle1.getRadius() + p_circle2.getRadius();
}
bool Knight::collisionSP(sf::CircleShape & player) {
	sf::FloatRect circle1Box = swordCircles[0].getGlobalBounds();
	sf::FloatRect circle2Box = swordCircles[1].getGlobalBounds();
	sf::FloatRect circle3Box = swordCircles[2].getGlobalBounds();
	//if not swinging, we don't want collision to register so return false
	//if sword already intersected, return false to prevent multiple intersections on one swing (light, quick check)
	if (!isSwinging || swordIntersected) {
		return false;
	}
	//full collision check between sword circles and circle of player
	bool ret = false;
	sf::Vector2f playerCenter = sf::Vector2f(player.getGlobalBounds().left + player.getGlobalBounds().width / 2.0f, player.getGlobalBounds().top + player.getGlobalBounds().height / 2.0f);
	// circle 1
	if (circle1Box.intersects(player.getGlobalBounds())) {
		sf::Vector2f circle1Center = sf::Vector2f(circle1Box.left + circle1Box.width / 2.0f, circle1Box.top + circle1Box.height / 2.0f);
		float dx = (playerCenter.x - circle1Center.x) * (playerCenter.x - circle1Center.x);
		float dy = (playerCenter.y - circle1Center.y) * (playerCenter.y - circle1Center.y);
		ret = dx + dy < std::pow(player.getRadius() + swordCircles[0].getRadius(), 2);
		if (ret) {
			swordIntersected = true;
			return true;
		}
	}
	// circle 2
	if (circle2Box.intersects(player.getGlobalBounds())) {
		sf::Vector2f circle2Center = sf::Vector2f(circle2Box.left + circle2Box.width / 2.0f, circle2Box.top + circle2Box.height / 2.0f);
		float dx = (playerCenter.x - circle2Center.x) * (playerCenter.x - circle2Center.x);
		float dy = (playerCenter.y - circle2Center.y) * (playerCenter.y - circle2Center.y);
		ret = dx + dy < std::pow(player.getRadius() + swordCircles[1].getRadius(), 2);
		if (ret) {
			swordIntersected = true;
			return true;
		}
	}
	// circle 3
	if (circle3Box.intersects(player.getGlobalBounds())) {
		sf::Vector2f circle3Center = sf::Vector2f(circle3Box.left + circle3Box.width / 2.0f, circle3Box.top + circle3Box.height / 2.0f);
		float dx = (playerCenter.x - circle3Center.x) * (playerCenter.x - circle3Center.x);
		float dy = (playerCenter.y - circle3Center.y) * (playerCenter.y - circle3Center.y);
		ret = dx + dy < std::pow(player.getRadius() + swordCircles[2].getRadius(), 2);
		if (ret) {
			swordIntersected = true;
			return true;
		}
	}
	return false;
}
Esempio n. 4
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bool Engine::collisionCircle(sf::FloatRect box1, sf::CircleShape circle)
{
   int d2 = (box1.left-circle.getPosition().x)*(box1.left-circle.getPosition().x) + (box1.top-circle.getPosition().y)*(box1.top-circle.getPosition().y);
   if (d2>pow(circle.getRadius(),2))
      return false;
   else
      return true;
}
sf::Vector2f World::validMovement(const sf::Vector2f& translation,
                                  const sf::CircleShape& obstacle) const
{
    auto beginPlayerPos{center(player)};
    auto obstaclePos{center(obstacle)};
    auto endPlayerPos{center(player) + translation};

    auto r = player.getRadius();
    auto R = obstacle.getRadius();
    auto rR = r + R;
    auto dist_s = dist_sqr(endPlayerPos, obstaclePos);

    auto scaling_factor = 1.f;
    if (dist_s < rR * rR)
    {
        scaling_factor = compute_scaling_factor(
            translation, obstaclePos - beginPlayerPos, r + R);
    }

    return translation * scaling_factor;
}
Esempio n. 6
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 float radius() const noexcept   { return shape.getRadius(); }
	float bottom () {	return y() + shape.getRadius();	}
	float top() 		{	return y() - shape.getRadius();	}
	float left() 		{ return x() - shape.getRadius();	}
Esempio n. 10
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 float bottom() const noexcept { return y() + shape.getRadius(); }
Esempio n. 11
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 float top() const noexcept { return y() - shape.getRadius(); }
Esempio n. 12
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 float right() const noexcept { return x() + shape.getRadius(); }
Esempio n. 13
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 float left() const noexcept { return x() - shape.getRadius(); }
Esempio n. 14
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sf::Vector2f collide(sf::CircleShape ball, sf::RectangleShape block)
{
    sf::Vector2f ball_center = ball.getPosition() + sf::Vector2f(ball.getRadius(), ball.getRadius());
    sf::Vector2f block_center = block.getPosition() + sf::Vector2f(block.getSize().x/2, block.getSize().y/2);

    sf::Vector2f diff = ball_center - block_center;

    // Not intersecting
    if(abs(diff.x) > block.getSize().x/2 + ball.getRadius() || abs(diff.y) > block.getSize().y/2 + ball.getRadius())
    {
        return sf::Vector2f(0,0);
    }
    std::cout << diff.x << ", " << diff.y << std::endl;

    // hit edge of block (top/bottom)
    if(abs(diff.x) <= PADDLE_WIDTH/2)
    {
        if(diff.y <= 0)
        {
            return sf::Vector2f(0,-1);
        }
        else if(diff.y > 0)
        {
            return sf::Vector2f(0,1);
        }
    }
    // hit edge of block (left/right)
    else if(abs(diff.y) <= PADDLE_HEIGHT/2)
    {
        if(diff.x <= 0)
        {
            return sf::Vector2f(-1,0);
        }
        else if(diff.x > 0)
        {
            return sf::Vector2f(1,0);
        }
    }

    float distance = getDistance(ball_center, block.getPosition());
    if(distance <= ball.getRadius())
    {
        return (ball_center - block.getPosition()) / distance;
    }
    sf::Vector2f block_corner = block.getPosition() + sf::Vector2f(block.getSize().x,0);
    distance = getDistance(ball_center, block_corner);
    if(distance <= ball.getRadius())
    {
        return (ball_center - block_corner) / distance;
    }
    block_corner = block.getPosition() + sf::Vector2f(0, block.getSize().y);
    distance = getDistance(ball_center, block_corner);
    if(distance <= ball.getRadius())
    {
        return (ball_center - block_corner) / distance;
    }
    block_corner = block.getPosition() + block.getSize();
    distance = getDistance(ball_center, block_corner);
    if(distance <= ball.getRadius())
    {
        return (ball_center - block_corner) / distance;
    }

    // Not intersecting, even in the corners
    return sf::Vector2f(0,0);
}
Esempio n. 15
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// Circle Shape 
void Unit::setRadius(float radius) {
	_circle.setRadius(radius);
	_circle.setOrigin(_circle.getRadius(), _circle.getRadius());
}
Esempio n. 16
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 // How big am I?
 inline float get_size() const
 {
     return circ.getRadius();
 }