void EngineGraphic::Run(sf::RenderWindow &App, config &configuration) { //Créer la fenêtre MyImageManager.build(configuration); App.Create(VideoMode(LARGEUR_FENETRE+120,HAUTEUR_FENETRE,32),"SFML moteur 2D"); App.SetFramerateLimit(60); }
void init(){ _backgroundImage.LoadFromFile("assets/wood-puzzle-floor.png"); _backgroundSprite.SetImage(_backgroundImage); _robotImage.LoadFromFile("assets/roomba.png"); _robotSprite.SetImage(_robotImage); _robotSprite.SetCenter(_robotSprite.GetSize().x/2, _robotSprite.GetSize().y/2); _fakeRobotSprite.SetImage(_robotImage); _fakeRobotSprite.SetCenter(_fakeRobotSprite.GetSize().x/2, _fakeRobotSprite.GetSize().y/2); _fakeRobotSprite.SetColor(sf::Color(100,100,255)); _landmarkImage.LoadFromFile("assets/landmark.png"); _landmarkSprite.SetImage(_landmarkImage); _landmarkSprite.SetCenter(_landmarkSprite.GetSize().x/2, _landmarkSprite.GetSize().y/2); _rangeImage.LoadFromFile("assets/range.png"); _rangeSprite.SetImage(_rangeImage); original_range_sprite_size_x = _rangeSprite.GetSize().x; original_range_sprite_size_y = _rangeSprite.GetSize().y; updateRangeSpriteScale(); _rangeSprite.SetCenter((original_range_sprite_size_x/2), (original_range_sprite_size_y/2)); _window.Create(sf::VideoMode(window_width,window_height,32), "Bearing simulator"); move_amount = 0; rotation_amount = 0; time_to_capture = false; walk = 0; rotation = 0; }
//function bool AccessOptions::startNewGame(sf::RenderWindow &Menu, sf::RenderWindow &App) { //needs world making to be made into a //function instead of something just found in the main. Menu.Close(); App.Create(sf::VideoMode(800, 600, 32), "SectorTD"); GameHandler::PlayGame(App); return true; }
int main() { // Create the main rendering window App.Create(sf::VideoMode(640,480,32), "SFML Graphics"); UIState uistate; uistate.renderer = &App; InitEntities(); PhysicsSub physSub(&App, &entitysystem); RenderingSystem renderSys(&App, &entitysystem); ControllerSystem controller(&App, &entitysystem); ProjectileSystem projSys(&App, &entitysystem); bool inventory = false; int invX; int invY; std::vector<Entity*> players; entitysystem.getEntities<CompPlayer>(players); Entity* player = players[0]; // Start game loop while (App.IsOpen()) { // Process events sf::Event Event; while (App.PollEvent(Event)) { uistate.uiEvents(Event); // Close window : exit if (Event.Type == sf::Event::Closed) App.Close(); if(Event.Type == sf::Event::MouseButtonPressed && Event.MouseButton.Button == sf::Mouse::Right) { inventory = !inventory; if(inventory) invX = sf::Mouse::GetPosition(App).x; invY = sf::Mouse::GetPosition(App).y; } if(Event.Type == sf::Event::MouseButtonPressed && Event.MouseButton.Button == sf::Mouse::Left) makeProjectile(); } controller.Tick(Clock.GetElapsedTime().AsSeconds()); physSub.Tick(Clock.GetElapsedTime().AsSeconds()); projSys.Tick(Clock.GetElapsedTime().AsSeconds()); // Clear the screen with red color App.Clear(sf::Color::Black); uistate.imgui_prepare(); if(widget::button(uistate, GEN_ID, sf::Vector2f(100, 30), sf::Vector2f(520, 10), "button", 24)) entitysystem.deleteEntity(player); if(inventory) if(widget::button(uistate, GEN_ID, sf::Vector2f(100, 30), sf::Vector2f(invX, invY), "inventory", 20)) player = makePlayer(); uistate.imgui_finish(); renderSys.Tick(Clock.GetElapsedTime().AsSeconds()); // Display window contents on screen App.Display(); Clock.Restart(); } return EXIT_SUCCESS; }