Esempio n. 1
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bool Collision::CircleTest(const sf::Sprite& Object1, const sf::Sprite& Object2) {
    //Simplest circle test possible
    //Distance between points <= sum of radius

    float Radius1 = (Object1.GetSize().x + Object1.GetSize().y) / 4;
    float Radius2 = (Object2.GetSize().x + Object2.GetSize().y) / 4;
    float xd = Object1.GetPosition().x - Object2.GetPosition().x;
    float yd = Object1.GetPosition().y - Object2.GetPosition().y;

    return sqrt(xd * xd + yd * yd) <= Radius1 + Radius2;
}
Esempio n. 2
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 //returns true if (x,y) is inside sprite fiure
 bool contains(float x, float y, const sf::Sprite& sprite)
 {
     
     float minX = sprite.GetPosition().x;
     float minY = sprite.GetPosition().y;
     
     float maxX = sprite.GetPosition().x + sprite.GetSize().x;
     float maxY = sprite.GetPosition().y + sprite.GetSize().y;
     
     //return if x and y falls in between sprite's range
     return isBetween(x,minX, maxX) && isBetween(y,minY, maxY);
 }
Esempio n. 3
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bool Mouse::isInside(sf::Sprite &sprite) {
    float x1, x2, y1, y2;
    x1 = sprite.GetPosition().x;
    x2 = x1 + sprite.GetSize().x;
    y1 = sprite.GetPosition().y;
    y2 = y1 + sprite.GetSize().y;
    if ((this->x < x2) && (this->x > x1)) {
        if ((this->y < y2) && (this->y > y1)) {
            return true;
        }
    }
    return false;
}
Esempio n. 4
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bool sourisAuDessusBoutons(sf::Event &Event, sf::Sprite &Bouton)
{
    //test la position actuelle du curseur ainsi que sa position future
    //si le curseur est au-dessus du sprite, alors on l'affiche !
    if((Event.MouseMove.X < Bouton.GetPosition().x+Bouton.GetSize().x && Event.MouseMove.X>Bouton.GetPosition().x &&
        Event.MouseMove.Y<Bouton.GetPosition().y+Bouton.GetSize().y && Event.MouseMove.Y>Bouton.GetPosition().y) ||
       (Event.MouseButton.X < Bouton.GetPosition().x+Bouton.GetSize().x && Event.MouseButton.X>Bouton.GetPosition().x &&
        Event.MouseButton.Y<Bouton.GetPosition().y+Bouton.GetSize().y && Event.MouseButton.Y>Bouton.GetPosition().y))
    {
        return true;
    }
    else
        return false;
}
Esempio n. 5
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bool np::Collision::BoundingBoxColl(sf::Sprite &object1, sf::Sprite &object2)
{

  leftA = object1.GetPosition().x;
  rightA = object1.GetPosition().x + object1.GetSubRect().GetWidth();
  topA = object1.GetPosition().y;
  bottomA = object1.GetPosition().y + object1.GetSubRect().GetHeight();


  leftB = object2.GetPosition().x;
  rightB = object2.GetPosition().x + object2.GetSubRect().GetWidth();
  topB = object2.GetPosition().y;
  bottomB = object2.GetPosition().y + object2.GetSubRect().GetHeight();

  if(bottomA <= topB)
  return false;

  if(topA >= bottomB)
  return false;

  if(leftA >= rightB)
  return false;

  if(rightA <= leftB)
  return false;

  return true;

}
Esempio n. 6
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bool Utility::contains(sf::Sprite sp, int x, int y){

    float posX1 = sp.GetPosition().x - sp.GetSize().x/2;
    float posY1 = sp.GetPosition().y - sp.GetSize().y/2;
    //sf::Vector2f center = sp.GetCenter();
    float posX2 = sp.GetPosition().x + sp.GetSize().x/2;
    float posY2 = sp.GetPosition().y + sp.GetSize().y/2;
    //sf::Vector2f
    //if(s
    if(x > posX1 && x < posX2 && y > posY1 && y < posY2)
         return true;

    return false;

}
Esempio n. 7
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/*!
 * \param Obj The object
 * \return The bounding box of the object
 */
sf::IntRect Collision::GetBoundingBox(const sf::Sprite &Obj)
{
    const sf::Vector2f &Position(Obj.GetPosition());
    const sf::IntRect &SubRect(Obj.GetSubRect());
    return sf::IntRect(Position.x, Position.y, Position.x + SubRect.GetWidth(),
                       Position.y + SubRect.GetHeight());
}
Esempio n. 8
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Bala::Bala(float _v, sf::Sprite& _cannon, sf::Image& imagen)
{
	float cannonA, cannonX, cannonY, cannonH;

	//Cargo sprite
	sprite.SetImage(imagen);
	sprite.SetCenter(imagen.GetWidth()/2, imagen.GetHeight()/2);

	//Inicializo variables
	dt = 0.0f;
	cannonA = _cannon.GetRotation();
	cannonX = _cannon.GetPosition().x;
	cannonY = _cannon.GetPosition().y;
	//Tomo el tamaño sobre el eje x como el largo del cañon
	//porque sin rotar la misma se encuentra en horizontal
	cannonH = _cannon.GetSize().x;

	//Descompongo la velocidad inicial
	vx = _v * (cos(cannonA/180*PI));
	vy = _v * (sin(cannonA/180*PI));

	//Posicion inicial bala según la posición del cañon
	//usando trigonometria
	xi = cannonX + ((cos(cannonA/180*PI) * cannonH));
	yi = cannonY - ((sin(cannonA/180*PI) * cannonH));

	sprite.SetPosition(xi, yi);
}
Esempio n. 9
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bool cliqueBouton(sf::Event &Event, sf::Sprite &BoutonJ)
{
	if ((Event.Type == sf::Event::MouseButtonPressed) && (Event.MouseButton.X > BoutonJ.GetPosition().x) && (Event.MouseButton.X < BoutonJ.GetPosition().x+BoutonJ.GetSize().x) && (Event.MouseButton.Y > BoutonJ.GetPosition().y) && (Event.MouseButton.Y < BoutonJ.GetPosition().y+BoutonJ.GetSize().y))
	return true;
	else
	return false;
}
Esempio n. 10
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sf::IntRect Colision::getIntRect(const sf::Sprite &sprite) 
{ 
	const sf::Vector2f &pos(sprite.GetPosition()); 
	const sf::IntRect  &sub_rect(sprite.GetSubRect()); 
	sf::IntRect int_rect((int)pos.x, (int)pos.y, (int)(pos.x + sub_rect.GetWidth()), (int)(pos.y + sub_rect.GetHeight()));

	return (int_rect); 
} 
Esempio n. 11
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void setXYCheckeur(sf::Sprite &Checkeur, Fenetre Fen, sf::Sprite &Case1, sf::Sprite &Case2, sf::Sprite &Case3)
{
	if(Fen.getLargeur()==1152)
	{
		Checkeur.SetX(Case1.GetPosition().x);
		Checkeur.SetY(Case1.GetPosition().y);
	}
	else if(Fen.getLargeur()==1024)
	{
		Checkeur.SetX(Case2.GetPosition().x);
		Checkeur.SetY(Case2.GetPosition().y);
	}
	else
	{
		Checkeur.SetX(Case3.GetPosition().x);
		Checkeur.SetY(Case3.GetPosition().y);
	}
}
sf::Sprite	RectangleBlock::CopySprite(sf::Sprite& sprite,sf::Vector2<float> offSet) {
	sf::Sprite ret = sf::Sprite(sprite);
	sf::Vector2<float> new_coord = sprite.GetPosition() - offSet;
	ret.SetPosition(new_coord);
	
	return ret;
	 
	
}
Esempio n. 13
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void Fenetre::boutonValiderParametres(sf::RenderWindow &App, sf::Event &Event, sf::Sprite &Checkeur, sf::Sprite &ValiderReso, sf::Sprite &Case1, sf::Sprite &Case2, sf::Sprite &Case3, string &code)
{
    int x, y;
	if (cliqueBouton(Event, ValiderReso)){
		if(Checkeur.GetPosition().y==Case1.GetPosition().y){
		    x=1152; y=864;
		}else if(Checkeur.GetPosition().y==Case2.GetPosition().y){
		    x=1024; y=768;
		}else{
		    x=800; y=600;
		}

		code="accueil";
		ecrireResolutionRD(x, y);
        //App.Create(sf::VideoMode(x, y), "Jeu du morpion par Romain Dauby");
        //changerResolution(x, y);
        //si l'on décommente ces deux lignes, il faudrait relancer le gestionnaire de ressources.
	}
}
Esempio n. 14
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void cCollider::getCoordinates(sf::Sprite& thisSprite)
{
    setMinX(thisSprite.GetPosition().x);
    setMaxY(thisSprite.GetPosition().y);
    if (maxY > 763) {
        setOnGround(true);
        //rThisSprite.SetY(763);
    }
    else {
        setOnGround(false);
    }
    maxX = minX + width;
    minY = maxY - height;
}
Esempio n. 15
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bool boxCollision(const sf::Sprite& a, const sf::Sprite& b)
{
    sf::IntRect aRect(a.GetPosition().x - a.GetSize().x/2,
		      a.GetPosition().y - a.GetSize().y/2,
		      a.GetPosition().x + a.GetSize().x/2,
		      a.GetPosition().y + a.GetSize().y/2);

    sf::IntRect bRect(b.GetPosition().x - b.GetSize().x/2,
		      b.GetPosition().y - b.GetSize().y/2,
		      b.GetPosition().x + b.GetSize().x/2,
		      b.GetPosition().y + b.GetSize().y/2);

    return aRect.Intersects(bRect);
}
Esempio n. 16
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void caseResolution(sf::RenderWindow &App, sf::Event &Event, sf::Sprite &Case1, sf::Sprite &Case2, sf::Sprite &Case3, sf::Sprite &Checkeur, int &param)
{
	if ((Event.Type == sf::Event::MouseButtonPressed) && (Event.MouseButton.X > Case1.GetPosition().x) && (Event.MouseButton.X < Case1.GetPosition().x+Case1.GetSize().x) && (Event.MouseButton.Y > Case1.GetPosition().y) && (Event.MouseButton.Y < Case1.GetPosition().y+Case1.GetSize().y))
	{
		Checkeur.SetX(Case1.GetPosition().x);
		Checkeur.SetY(Case1.GetPosition().y);
	}
	else if ((Event.Type == sf::Event::MouseButtonReleased) && (Event.MouseButton.X > Case2.GetPosition().x) && (Event.MouseButton.X < Case2.GetPosition().x+Case2.GetSize().x) && (Event.MouseButton.Y > Case2.GetPosition().y) && (Event.MouseButton.Y < Case2.GetPosition().y+Case2.GetSize().y))
	{
		Checkeur.SetX(Case2.GetPosition().x);
		Checkeur.SetY(Case2.GetPosition().y);
	}
	else if ((Event.Type == sf::Event::MouseButtonReleased) && (Event.MouseButton.X > Case3.GetPosition().x) && (Event.MouseButton.X < Case3.GetPosition().x+Case3.GetSize().x) && (Event.MouseButton.Y > Case3.GetPosition().y) && (Event.MouseButton.Y < Case3.GetPosition().y+Case3.GetSize().y))
	{
		Checkeur.SetX(Case3.GetPosition().x);
		Checkeur.SetY(Case3.GetPosition().y);
	}
	param=1;
}
Esempio n. 17
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bool Collision::collide(sf::Sprite& obj, float dx, float dy, CollisionResult& result) {
	//assert(_map->tileFromPixel(obj.GetPosition().x, obj.GetPosition().y)->isWalkable());
	//assert(_map->tileFromPixel(obj.GetPosition().x + obj.GetSize().x, obj.GetPosition().y)->isWalkable());
	std::cout << "posx: " << obj.GetPosition().x << std::endl;
	std::cout << "posy: " << obj.GetPosition().y << std::endl;
	std::cout << "dx: " << dx << std::endl;
	std::cout << "dy: " << dy << std::endl;

	result.left = false;
	result.right = false;
	result.floor = false;
	result.ceil = false;
	result.dx = dx;
	result.dy = dy;
	
	if(dx != 0.f) { //if moving horizontal

		bool left = dx < 0;

		float forwardX;
		if(left)
			forwardX = obj.GetPosition().x;
		else
			forwardX = obj.GetPosition().x + obj.GetSize().x;
		float newX = forwardX + dx;
		float topY = obj.GetPosition().y + constants::COLLISION_MARGIN;
		float botY = obj.GetPosition().y + obj.GetSize().y - constants::COLLISION_MARGIN;
		Tile* topTile = _map->tileFromPixel(newX, topY);
		Tile* botTile = _map->tileFromPixel(newX, botY);

		if(!topTile->isWalkable() || !botTile->isWalkable()) {
			result.left = left;
			result.right = !left;
			float limit;
			if(left)
				limit = topTile->GetPosition().x + topTile->GetSize().x;
			else
				limit = topTile->GetPosition().x;

			result.dx = limit - forwardX;
		}
		std::cout << "res.dx=" << result.dx << std::endl;

		assert(left  || result.dx <= dx);
		assert(!left || result.dx >= dx);
		//assert(result.dx * dx >= 0); //same direction
	}

	float objPosX = obj.GetPosition().x + result.dx;
	if(dy != 0.f) { //if moving vertically
		bool down = dy > 0;

		float forwardY;
		if(down)
			forwardY = obj.GetPosition().y + obj.GetSize().y;
		else
			forwardY = obj.GetPosition().y;

		float newY = forwardY + dy;

		Tile* leftTileY = _map->tileFromPixel(objPosX + constants::COLLISION_MARGIN, newY);
		Tile* rightTileY = _map->tileFromPixel(objPosX + obj.GetSize().x - constants::COLLISION_MARGIN, newY);

		if(!leftTileY->isWalkable() || !rightTileY->isWalkable()) {
			result.floor = down;
			result.ceil = !down;
			float limit;
			if(down)
				limit = leftTileY->GetPosition().y;// - constants::COLLISION_MARGIN;
			else
				limit = leftTileY->GetPosition().y + leftTileY->GetSize().y;// + constants::COLLISION_MARGIN;

			result.dy = limit - forwardY;
		}

		std::cout << "res.dy=" << result.dy << std::endl;
		assert(down  || result.dy >= dy);
		assert(!down || result.dy <= dy);
		//assert(result.dy * dy >= 0); //same direction
	}

	return result.floor || result.ceil || result.left || result.right;
}
Esempio n. 18
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bool Table::isPointOverSprite(const sf::Vector2f Position, sf::Sprite &Sprite){
  return  (Position.x < Sprite.GetPosition().x + Sprite.GetSize().x) && (Sprite.GetPosition().x < Position.x) &&  (Position.y < Sprite.GetPosition().y + Sprite.GetSize().y) && (Sprite.GetPosition().y < Position.y);
}
Esempio n. 19
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bool Collision::BoundingBoxTest(const sf::Sprite& Object1, const sf::Sprite& Object2) {

    sf::Vector2f A, B, C, BL, TR;
    sf::Vector2f HalfSize1 = Object1.GetSize();
    sf::Vector2f HalfSize2 = Object2.GetSize();

    //For somereason the Vector2d divide by operator
    //was misbehaving
    //Doing it manually
    HalfSize1.x /= 2;
    HalfSize1.y /= 2;
    HalfSize2.x /= 2;
    HalfSize2.y /= 2;
    //Get the Angle we're working on
    float Angle = Object1.GetRotation() - Object2.GetRotation();
    float CosA = cos(Angle * RADIANS_PER_DEGREE);
    float SinA = sin(Angle * RADIANS_PER_DEGREE);

    float t, x, a, dx, ext1, ext2;

    //Normalise the Center of Object2 so its axis aligned an represented in
    //relation to Object 1
    C = Object2.GetPosition();

    C -= Object1.GetPosition();

    C = RotatePoint(C, Object2.GetRotation());

    //Get the Corners
    BL = TR = C;
    BL -= HalfSize2;
    TR += HalfSize2;

    //Calculate the vertices of the rotate Rect
    A.x = -HalfSize1.y*SinA;
    B.x = A.x;
    t = HalfSize1.x*CosA;
    A.x += t;
    B.x -= t;

    A.y = HalfSize1.y*CosA;
    B.y = A.y;
    t = HalfSize1.x*SinA;
    A.y += t;
    B.y -= t;

    t = SinA * CosA;

    // verify that A is vertical min/max, B is horizontal min/max
    if (t < 0) {
        t = A.x;
        A.x = B.x;
        B.x = t;
        t = A.y;
        A.y = B.y;
        B.y = t;
    }

    // verify that B is horizontal minimum (leftest-vertex)
    if (SinA < 0) {
        B.x = -B.x;
        B.y = -B.y;
    }

    // if rr2(ma) isn't in the horizontal range of
    // colliding with rr1(r), collision is impossible
    if (B.x > TR.x || B.x > -BL.x) return false;

    // if rr1(r) is axis-aligned, vertical min/max are easy to get
    if (t == 0) {
        ext1 = A.y;
        ext2 = -ext1;
    }// else, find vertical min/max in the range [BL.x, TR.x]
    else {
        x = BL.x - A.x;
        a = TR.x - A.x;
        ext1 = A.y;
        // if the first vertical min/max isn't in (BL.x, TR.x), then
        // find the vertical min/max on BL.x or on TR.x
        if (a * x > 0) {
            dx = A.x;
            if (x < 0) {
                dx -= B.x;
                ext1 -= B.y;
                x = a;
            } else {
                dx += B.x;
                ext1 += B.y;
            }
            ext1 *= x;
            ext1 /= dx;
            ext1 += A.y;
        }

        x = BL.x + A.x;
        a = TR.x + A.x;
        ext2 = -A.y;
        // if the second vertical min/max isn't in (BL.x, TR.x), then
        // find the local vertical min/max on BL.x or on TR.x
        if (a * x > 0) {
            dx = -A.x;
            if (x < 0) {
                dx -= B.x;
                ext2 -= B.y;
                x = a;
            } else {
                dx += B.x;
                ext2 += B.y;
            }
            ext2 *= x;
            ext2 /= dx;
            ext2 -= A.y;
        }
    }

    // check whether rr2(ma) is in the vertical range of colliding with rr1(r)
    // (for the horizontal range of rr2)
    return !((ext1 < BL.y && ext2 < BL.y) ||
            (ext1 > TR.y && ext2 > TR.y));

}