Esempio n. 1
0
    TestBox(bool isCollidable) :
        sg::Entity(isCollidable)
    {

        r0.setSize(sf::Vector2f(100.0f, 50.0f));
        r0.setOrigin(50.0f, 25.0f);
        this->addDrawable(r0, false);
        bs.addShape(r0);
        r1.setRadius(40.0f);
        r1.setOrigin(40.0f, 40.0f);
        r1.move(100.0f, 0.0f);
        r1.scale(2.0f, 1.0f);
        this->addDrawable(r1, false);
        bs.addShape(r1);
        r2.setSize(sf::Vector2f(250.0f, 10.0f));
        r2.setOrigin(125.0f, 5.0f);
        r2.rotate(-90.0f);
        this->addDrawable(r2, false);
        bs.addShape(r2);
        r3.setRadius(40.0f);
        r3.setOrigin(40.0f, 40.0f);
        r3.move(-100.0f, 0.0f);
        this->addDrawable(r3, false);
        bs.addShape(r3);
        //bs.rotate(-45.0f);
        this->addTransformable(bs);
        //this->rotate(45.0f);

    }
Esempio n. 2
0
 void update()
 {
     // Le classi shape di SFML hanno un metodo `move` che
     // prende come parametro un vettore `float` di offset.
     // {Info: ball movement}
     shape.move(velocity);
 }
Esempio n. 3
0
    void update()
    {
        // We need to keep the ball "inside the window".
        // The most common (and probably best) way of doing this, and 
        // of dealing with any kind of collision detection, is moving
        // the object first, then checking if it's intersecting 
        // something.
        // If the test is positive, we simply respond to the collision
        // by altering the object's position and/or velocity.

        // Therefore, we begin by moving the ball.
        shape.move(velocity);

        // After the ball has moved, it may be "outside the window".
        // We need to check every direction and respond by changing 
        // the velocity.

        // If it's leaving towards the left, we need to set
        // horizontal velocity to a positive value (towards the right).
        if(left() < 0) velocity.x = defVelocity;

        // Otherwise, if it's leaving towards the right, we need to
        // set horizontal velocity to a negative value (towards the 
        // left).
        else if(right() > wndWidth) velocity.x = -defVelocity;

        // The same idea can be applied for top/bottom collisions.
        if(top() < 0) velocity.y = defVelocity;
        else if(bottom() > wndHeight) velocity.y = -defVelocity;
    }
	// Atualiza o objeto movendo com a velocidade atual;
	void update () { 
		shape.move (velocity); 

		// Pra manter a bola dentro da tela, precisamos testar se está nas 
		// extremidades da tela e inverter sua velocidade
		if (left() < 0 || right() > windowWidth) velocity.x *= -1;
		if (top() < 0 || bottom() > windowHeight) velocity.y *= -1;
	}
Esempio n. 5
0
	void update(sf::Time timeChange)
	{
		sf::Vector2f p1Movement(0, 0);
		sf::Vector2f p2Movement(0, 0);


		if (p1MovingUp)
			p1Movement.y -= paddleSpeed;
		if (p1MovingDown)
			p1Movement.y += paddleSpeed;
		if (p2MovingUp)
			p2Movement.y -= paddleSpeed;
		if (p2MovingDown)
			p2Movement.y += paddleSpeed;

		p1Paddle.move(p1Movement * timeChange.asSeconds());
		p2Paddle.move(p2Movement * timeChange.asSeconds());


		// Check collision
		if (ball.getPosition().y < 0 || ball.getPosition().y > 480){
			ballMovement.y *= -1;
		}
		if (ball.getGlobalBounds().intersects(p1Paddle.getGlobalBounds()) || ball.getGlobalBounds().intersects(p2Paddle.getGlobalBounds())){
			ballMovement.x *= -1;
		}



		// Scoring
		if (ball.getPosition().x > 600){
			// P1 scores
			ball.setPosition(300, 240);
			p1Score++;
			p1ScoreText.setString(std::to_string(p1Score));
		}
		else if (ball.getPosition().x < 0){
			// P2 scores
			ball.setPosition(300, 240);
			p2Score++;
			p2ScoreText.setString(std::to_string(p2Score));
		}

		ball.move(ballMovement * timeChange.asSeconds());


	}
Esempio n. 6
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    void Game::update() {

            posicion_jugable_x = mPlayer.getPosition().x;
            posicion_jugable_y = mPlayer.getPosition().y;

            this->movement.y = 0.f;
            this->movement.x = 0.f;

            if (this->mIsMovingUp & this->mIsMovingUpRel & (posicion_jugable_y > 0) & movimiento_valido(0, -1)) {

                this->movement.y -= 50.f;
                this->mIsMovingUpRel = 0;
            }

            if (this->mIsMovingDown &  this->mIsMovingDownRel & (posicion_jugable_y < 450) & movimiento_valido(0, 1)) {

                this->movement.y += 50.f;
                this->mIsMovingDownRel = 0;
            }

            if (this->mIsMovingLeft & this->mIsMovingLeftRel & (posicion_jugable_x  > 0) & movimiento_valido(-1, 0)) {

                this->movement.x -= 50.f;
                this->mIsMovingLeftRel = 0;

            }

            if (this->mIsMovingRight & this->mIsMovingRightRel & (posicion_jugable_x < 650) & movimiento_valido(1, 0)) {

                this->movement.x += 50.f;
                this->mIsMovingRightRel = 0;
            }

            if(mPlayer.getPosition() == mPlayerObj.getPosition()) {

                this->mIsMapGenerate = true;
                Game::generacion_mapa();
            }

            mPlayer.move(this->movement);

    }
void ReceiveThread(SOCKET &ConnectSocket)
{
	char recvbuf[DEFAULT_BUFLEN];
	int iResult;
	int recvbuflen = DEFAULT_BUFLEN;
	while (1)
	{
		memset(recvbuf, 0, sizeof(recvbuf));
		iResult = recv(ConnectSocket, recvbuf, recvbuflen, 0);

		if (iResult > 0)
		{
			printf("%s\n", recvbuf);
			shape.move(atoi(recvbuf), 0);
		}
		else if (iResult == 0)
			printf("Connection closed\n");
		else
			printf("recv failed with error: %d\n", WSAGetLastError());

		memset(recvbuf, 0, recvbuflen);
	}
}
Esempio n. 8
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 void update()
 {
     shape.move(velocity);
     solveBoundCollisions();
 }
Esempio n. 9
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void move(){
    s.move(velocity);
}
Esempio n. 10
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 void move_by(T p)
 {
     circ.move(p);
     sprite.move(p);
     vision_aura.move(p);
 }