コード例 #1
0
ファイル: Bee.cpp プロジェクト: fokasand/projetprog
void Bee::drawOn(sf::RenderTarget& target) const 
{
	//if (!isInHive_)
	//{
		auto beeSprite = buildSprite(centre, rayon, texture_);
		
		if (( speed_.angle() >= M_PI/2) or (speed_.angle() <= -M_PI/2))
		{
				beeSprite.scale(1, -1);
		}
		beeSprite.rotate(speed_.angle()/DEG_TO_RAD);
		
		target.draw(beeSprite);
		
		if(isDebugOn())
		{
			//couleur et épaisseur du cercle dependent de l'état de mouvement de l'abeille
			sf::Color color = (getMoveMode()==Random) ? sf::Color::Black : sf::Color::Blue; 
			double size (rayon+1);
			double thickness = (getMoveMode()==Random) ? 5 : 3;
			auto shape = buildAnnulus(centre, size, color, thickness);
			target.draw(shape);
			Vec2d affiche (centre.x,centre.y +20);
			auto const text = buildText(statestring_, affiche , getAppFont(), 10, sf::Color::White);
			target.draw(text);
		}   
	//}
}
コード例 #2
0
ファイル: Bonfire.cpp プロジェクト: gabrielpc4/mirror
Bonfire::Bonfire(float startX, float startY)
	: AnimatedObject(startX, startY, 1),
	basicShape(startX, startY)
{
	buildSprite();
	Sprite::update();
}
コード例 #3
0
ファイル: edit.c プロジェクト: srmeier/diamondcollector
//-----------------------------------------------------------------------------
int SDL_main(int argc, char *argv[]) {
	// NOTE: check for the correct number of arguements
	if(argc<2) {
		fprintf(stderr, "Error: need a level name.\n");
		return -1;
	}

	// NOTE: add the sqlite db to the levels directory
	char filename[0xFF];
	sprintf(filename, "levels/%s.db", argv[1]);

	// NOTE: open database connection
	if(sqlite3_open_v2(filename, &db, SQLITE_OPEN_READONLY, NULL)) {
		fprintf(stderr, "sqlite3_open: %s\n", sqlite3_errmsg(db));
		sqlite3_close(db);
		return -1;
	}

	/* === */

	start();

	/* === */

	int wallSprite00Inds[2*3] = {
		03, 04,
		35, 36,
		67, 68
	};

	SDL_Color wall00Color = {0xFF,0xFF,0xFF,0xFF};
	SDL_Surface *wallSprite00 = buildSprite(2, 3, wall00Color, wallSprite00Inds);

	int floorSprite00Inds[2*3] = {
		17, 18,
		49, 50,
		81, 82
	};

	SDL_Color floorSprite00Color = {0x33,0x33,0x33,0xFF};
	SDL_Surface *floorSprite00 = buildSprite(2, 3, floorSprite00Color, floorSprite00Inds);

	int doorSprite00Inds[2*3] = {
		29, 30,
		61, 62,
		93, 94
	};

	SDL_Color doorSprite00Color = {0xFF,0xFF,0xFF,0xFF};
	SDL_Surface *doorSprite00 = buildSprite(2, 3, doorSprite00Color, doorSprite00Inds);

	int wallSprite01Inds[2*3] = {
		 97,  98,
		129, 130,
		161, 162
	};

	SDL_Color wall01Color = {0xFF,0xFF,0xFF,0xFF};
	SDL_Surface *wallSprite01 = buildSprite(2, 3, wall01Color, wallSprite01Inds);

	int wallSprite02Inds[2*3] = {
		105, 106,
		137, 138,
		169, 170
	};

	SDL_Color wallSprite02Color = {0xFF,0xFF,0xFF,0xFF};
	SDL_Surface *wallSprite02 = buildSprite(2, 3, wallSprite02Color, wallSprite02Inds);

	/* === */

	while(running) {
		/* === */

		pollInput();

		SDL_RenderClear(renderer);
		SDL_FillRect(screen, 0, 0x00);

		/* === */

		loadTiles();

		SDL_Rect tempRect = {
			0, 0, SPRITE_W*2, SPRITE_H*3
		};

		int i, j;
		for(j=0; j<12; j++) {
			for(i=0; i<30; i++) {
				tempRect.x = SPRITE_W*2*i;
				tempRect.y = SPRITE_H*3*j;

				switch(lvl.tiles[j][i]) {
					case 0x01: {
						SDL_BlitSurface(wallSprite00, NULL, screen, &tempRect);
					} break;
					case 0x02: {
						SDL_BlitSurface(doorSprite00, NULL, screen, &tempRect);
					} break;
					case 0x03: {
						SDL_BlitSurface(wallSprite01, NULL, screen, &tempRect);
					} break;
					case 0x04: {
						SDL_BlitSurface(wallSprite02, NULL, screen, &tempRect);
					} break;
					default: {
						SDL_BlitSurface(floorSprite00, NULL, screen, &tempRect);
					} break;
				}
			}
		}

		/* === */

		int pitch;
		void *pixels;

		// NOTE: get the pixels for the screen texture
		SDL_LockTexture(texture, NULL, &pixels, &pitch);

		// NOTE: set the pixels for the screen texture
		SDL_ConvertPixels(
			screen->w,
			screen->h,
			screen->format->format,
			screen->pixels,
			screen->pitch,
			SDL_PIXELFORMAT_RGBA8888,
			pixels, pitch
		);

		// NOTE: lock the texture so that it may be presented
		SDL_UnlockTexture(texture);

		// NOTE: present the texture
		SDL_RenderCopy(renderer, texture, NULL, NULL);
		SDL_RenderPresent(renderer);

		SDL_Delay(10);

		/* === */
	}

	/* === */

	SDL_FreeSurface(wallSprite00);
	wallSprite00 = NULL;

	SDL_FreeSurface(floorSprite00);
	floorSprite00 = NULL;

	SDL_FreeSurface(doorSprite00);
	doorSprite00 = NULL;

	SDL_FreeSurface(wallSprite01);
	wallSprite01 = NULL;

	SDL_FreeSurface(wallSprite02);
	wallSprite02 = NULL;

	/* === */

	quit();

	/* === */

	// NTOE: close the database connection
	sqlite3_close(db);
	db = NULL;

	fclose(stderr);
	return 0;
}
コード例 #4
0
ファイル: PpuSnapshot.cpp プロジェクト: and0p/NesVoxel
PpuSnapshot::PpuSnapshot(N3sRawPpu * rawPPU)
{
	// Copy register options
	ctrl.spriteNameTable = getBit(rawPPU->ctrl, 3);
	ctrl.backgroundNameTable = getBit(rawPPU->ctrl, 4);
	ctrl.spriteSize16x8 = getBit(rawPPU->ctrl, 5);
	mask.greyscale = getBit(rawPPU->mask, 0);
	mask.renderBackgroundLeft8 = getBit(rawPPU->mask, 1);
	mask.renderSpritesLeft8 = getBit(rawPPU->mask, 2);
	mask.renderBackground = getBit(rawPPU->mask, 3);
	mask.renderSprites = getBit(rawPPU->mask, 4);
	mask.emphasizeRed = getBit(rawPPU->mask, 5);
	mask.emphasizeGreen = getBit(rawPPU->mask, 6);
	mask.emphasizeBlue = getBit(rawPPU->mask, 7);
	// Build sprites
	for (int i = 0; i < 64; i++)
	{
		unsigned char *spritePtr = (unsigned char*)(&rawPPU->oam[0] + (i*4));
		sprites.push_back(buildSprite(spritePtr));
	}
	// Grab pattern table
	patternTable = &rawPPU->patternTable.data[0];
	// Grab background quadrants
	background.addQuadrant((char*)&rawPPU->nameTables[0], ctrl.backgroundNameTable);
	background.addQuadrant((char*)&rawPPU->nameTables[1], ctrl.backgroundNameTable);
	background.addQuadrant((char*)&rawPPU->nameTables[2], ctrl.backgroundNameTable);
	background.addQuadrant((char*)&rawPPU->nameTables[3], ctrl.backgroundNameTable);
	// Set mirroring type
	switch (rawPPU->mirroring)
	{
	case 12:
		background.mirrorType = horizontal;
		break;
	case 10:
		background.mirrorType = vertical;
		break;
	case 0:
		background.mirrorType = vertical;
		break;
	case 1:
		background.mirrorType = vertical;
		break;
	}
	// Copy background color
	palette.backgroundColorIndex = (int)rawPPU->palette[0];
	// Copy palette
	for (int p = 0; p < 8; p++)
	{
		for (int c = 0; c < 3; c++)
		{
			palette.colorIndices[(p * 3) + c] = (int)rawPPU->palette[(p * 4) + 1 + c];
		}
	}
	// Create variables to track most recent scroll variables
	int lastX = 0;
	int lastY = 0;
	int lastNametable = 0;
	int lastScanline = 0;
	bool lastPatternSelect = false;
	bool sectionAdded = false;
	// Create "sections" of screen where scroll has changed
	for (auto kv : rawPPU->scrollSnapshots)
	{
		// Read current values
		int currentX = kv.second.getTrueX();
		int currentY = kv.second.getTrueY();
		int currentNametable = kv.second.v.nametable;
		bool currentPatternSelect = kv.second.patternSelect;
		// Measure if the change in Y matches change in scanline, which would indicate Y wasn't changed in way we'll see
		int currentScanline = kv.first;
		int scanlineDelta = currentScanline - lastScanline;
		int yDelta = currentY - lastY;
		// Push to list only if different from last snapshot and Y change hasn't matched scanline change
		if (!sectionAdded || currentX != lastX || scanlineDelta != yDelta || currentNametable != lastNametable || currentPatternSelect != lastPatternSelect)
		{
			ScrollSection s = ScrollSection();
			s.top = currentScanline;
			s.x = currentX;
			s.y = currentY;
			s.nameTable = currentNametable;
			s.patternSelect = currentPatternSelect;
			scrollSections.push_back(s);
			lastX = currentX;
			lastY = currentY;
			lastNametable = currentNametable;
			lastScanline = currentScanline;
			lastPatternSelect = currentPatternSelect;
			sectionAdded = true;
		}
	}
	// Create sections where OAM pattern is different
	oamPatternSelect = rawPPU->oamPatternSelect;
	// Make sure first and last scroll sections take up the full screen
	if (scrollSections.size() > 0)
	{
		scrollSections.front().top = 0;
		scrollSections.back().bottom = 239;
		// Change the bottom of all scroll sections to be top of next if needed
		if (scrollSections.size() > 1)
		{
			for (int i = 0; i < scrollSections.size()-1; i++)
			{
				scrollSections[i].bottom = scrollSections[i + 1].top - 1;
			}
		}
	}
}