コード例 #1
0
ファイル: TextWidget.cpp プロジェクト: Teanan/GameBase
void TextWidget::updateDrawableTextPosition(){
	switch (getTextAlignment()){
		case CentrallyAligned:
			m_drawableText.setOrigin(m_drawableText.getLocalBounds().width / 2.f, m_drawableText.getLocalBounds().height / 2.f);
			m_drawableText.setPosition(getRealPosition() + getSize() / 2.f);
			break;
		case LeftAligned:
			m_drawableText.setOrigin(0, m_drawableText.getLocalBounds().height / 2.f);
			m_drawableText.setPosition(getRealPosition().x + 8, getRealPosition().y + getSize().y / 2.f);
			break;
		case RightAligned:
			m_drawableText.setOrigin(m_drawableText.getLocalBounds().width, m_drawableText.getLocalBounds().height / 2.f);
			m_drawableText.setPosition(getRealPosition().x + getSize().x - 8, getRealPosition().y + getSize().y / 2.f);
			break;
	}
}
コード例 #2
0
ファイル: Button.cpp プロジェクト: Teanan/GameBase
void Button::update(){
	updateDrawableTextPosition();

	m_lastState = m_state;
	
	sf::FloatRect rect(getRealPosition().x, getRealPosition().y, getSize().x, getSize().y);

	if (!rect.contains(GUICore::events()->getMousePosition().x, GUICore::events()->getMousePosition().y)){
		m_state = Normal;
		return;
	}

	if (rect.contains(GUICore::events()->getMousePosition().x, GUICore::events()->getMousePosition().y) && GUICore::events()->getMouseBoutonState(sf::Mouse::Left) == GUIEvents::StateReleased){
		m_state = Hovered;
		return;
	}

	if (GUICore::events()->getMouseBoutonState(sf::Mouse::Left) == GUIEvents::StatePressed && m_state == Hovered){
		m_state = Clicked;
		giveFocus();
	}
}
コード例 #3
0
void InterfaceItem::update(unsigned millisElapsed) {
    if (!hidden) {
        // We build the model matrix by applying the position, rotation and size, in this order
        //GameApp *gameApp = GameApp::getInstance();
        Vector2 windowSize = Naquadah::getWindowSize();
        Vector2 renderSize = getRealSize();
        if (renderSize.x >= 0) {
            Vector2 renderPos = getRealPosition();
            float realPosX = renderPos.x + (renderSize.x / 2.0f);
            float realPosY = windowSize.y - renderPos.y - (renderSize.y / 2.0f);
            modelMatrix = Matrix4::Translation(Vector3(realPosX, realPosY, 0.0f));
            modelMatrix = modelMatrix * Matrix4::Rotation(rotation, Vector3(0, 0, 1));
            modelMatrix = modelMatrix * Matrix4::Scale(Vector3(renderSize.x / 2.0f, renderSize.y / 2.0f, 1.0));
        }

        // For each child, we have to manually calculate its model matrix
        /*for (std::vector<InterfaceItem*>::iterator it = innerItems->begin(); it != innerItems->end(); ++it) {
            // We call the default update of the child item, because that can be different from the
            // default as well
            (*it)->update(millisElapsed);
            // We build the model matrix by applying the position, rotation and size, in this order
            Vector2 *childRenderSize = new Vector2((*it)->getSize());
            Vector2 *childRenderPos = new Vector2((*it)->getPosition());
            if ((*it)->getSize().x == SIZE_NO_RESIZE && (*it)->getTexture() != nullptr) {
                childRenderSize->x = (float) (*it)->getTexture()->getTextureWidth();
            }
            if ((*it)->getSize().y == SIZE_NO_RESIZE && (*it)->getTexture() != nullptr) {
                childRenderSize->y = (float) (*it)->getTexture()->getTextureHeight();
            }
            if ((*it)->getPosition().x == POSITION_CENTERED) {
                childRenderPos->x = (windowSize.x / 2.0f) - (childRenderSize->x / 2.0f);
            }
            if ((*it)->getPosition().y == POSITION_CENTERED) {
                childRenderPos->y = (windowSize.y / 2.0f) - (childRenderSize->y / 2.0f);
            }
            float childRealPosX = (childRenderPos->x + renderPos.x) + (childRenderSize->x / 2.0f);
            float childRealPosY = (windowSize.y - (childRenderPos->y + renderPos.y)) - (childRenderSize->y / 2.0f);
            Matrix4 childModelMatrix;
            // We calculate the child's model matrix again, making sure rotation works
            childModelMatrix = Matrix4::Translation(Vector3(realPosX, realPosY, 0.0f));
            childModelMatrix = childModelMatrix * Matrix4::Rotation(rotation, Vector3(0, 0, 1));
            childModelMatrix = childModelMatrix * Matrix4::Translation(Vector3(-realPosX, -realPosY, 0.0f));
            childModelMatrix = childModelMatrix * Matrix4::Translation(Vector3(childRealPosX, childRealPosY, 0.0f));
            childModelMatrix = childModelMatrix * Matrix4::Rotation((*it)->getRotation(), Vector3(0, 0, 1));
            childModelMatrix = childModelMatrix * Matrix4::Scale(Vector3(childRenderSize->x / 2, childRenderSize->y / 2, 1.0f));
            (*it)->setModelMatrix(childModelMatrix);
            delete childRenderSize;
            delete childRenderPos;
        }*/
    }
}
コード例 #4
0
ファイル: graphx.c プロジェクト: P4R4D0X1/ZanosRacoon
/**
* \fn int showSolution(sInterface *p_interface, sList *p_solutionPath)
* \brief Fonction qui permet l'affichage de la solution du labyrinthe
*
* \param *p_interface pointeur vers une structure de type sInterface
* \param *p_solutionPath pointeur vers une structure de type sList, structure de listes chainées
* \return int représentant le déroulement de la fonction
*/
int showSolution(sInterface *p_interface, sList *p_solutionPath) {

	SDL_Rect l_posA, l_posB, l_middleOffset;

	l_middleOffset.x = (WINDOW_WIDTH / CASE_COLUMN_AMOUNT) / 2;
	l_middleOffset.y = (WINDOW_HEIGHT / CASE_LINE_AMOUNT) / 2;

	if (p_solutionPath && p_solutionPath->next) {
		p_solutionPath = p_solutionPath->next;

		l_posA = getRealPosition(p_solutionPath->position);
		SDL_RenderDrawLine(p_interface->renderer, p_interface->player.realPosition.x + l_middleOffset.x, p_interface->player.realPosition.y + l_middleOffset.y, l_posA.x + l_middleOffset.x, l_posA.y + l_middleOffset.y);

		while (p_solutionPath->next) {
			l_posB = getRealPosition((p_solutionPath->next)->position);
			SDL_RenderDrawLine(p_interface->renderer, l_posA.x + l_middleOffset.x, l_posA.y + l_middleOffset.y, l_posB.x + l_middleOffset.x, l_posB.y + l_middleOffset.y);
			l_posA.x = l_posB.x;
			l_posA.y = l_posB.y;
			p_solutionPath = p_solutionPath->next;
		}
	}
	return 0;
}
コード例 #5
0
ファイル: Game.cpp プロジェクト: ivancea/TowerDefense
    bool tick(){
        for(unsigned int i=0; i<velocity; i++){ // TODO: Put here new enemies with RoundsManager
            auto it1 = enemies.begin();
            while(it1 != enemies.end()){
                bool lost = life<=0;
                Enemy* e = *it1;
                if(e->tick()){
                    life -= e->getDamage();
                    delete e;
                    it1 = enemies.erase(it1);
                }else it1++;

                if(life<=0 && !lost){
                    money = 0;
                    clearEntities();

                    for(Tower* t:towers){
                        entities.push_back(new ExplosionEntity(getRealPosition(t->getPosition()), pixelsPerSquare, 200));
                    }

                    clearTowers();
                }
            }
            auto it2 = entities.begin();
            while(it2 != entities.end()){
                Entity* e = *it2;
                if(e->tick()){
                    delete e;
                    it2 = entities.erase(it2);
                }else it2++;
            }
            for(Tower* t : towers){
                t->tick();
            }

            if(life>0){
                if(tickCount%400 == 1)
                    enemies.push_back(new InhibitorEnemy(1.0, 30+tickCount/500, 1));
                else if(tickCount%20 == 1)
                    enemies.push_back(new BasicEnemy(1.0 + (double)(rand()%10)/10.0, 15+tickCount/500, 1));
            }
            ++tickCount;
        }

        return false;
    }
コード例 #6
0
ファイル: graphx.c プロジェクト: P4R4D0X1/ZanosRacoon
/**
* \fn bool WinOrNot(sInterface *p_interface, sMap *p_map)
* \brief Fonction qui deduit si l'utilisateur a gagné ou non
*
* \param *p_interface pointeur vers une structure de type sInterface
* \param *p_map pointeur vers une structure de type sMap
* \return bool enum de type eBool vaut 1 si l'utilisateur a gagné 0 sinon
*/
bool WinOrNot(sInterface *p_interface, sMap *p_map) {

	if (comparePositionRect(getRealPosition(p_map->ending), p_interface->player.realPosition)) {
		Mix_PlayChannel(-1, p_interface->sonor.applause, 0);
		while (p_interface->effect.l_congrate->actualFrame != p_interface->effect.l_congrate->frameAmount - 1) {
			SDL_RenderCopy(p_interface->renderer, p_interface->backgroundSprite, NULL, NULL);
			updateAnimation(p_interface->effect.l_congrate, p_interface);
			SDL_RenderPresent(p_interface->renderer);
			SDL_Delay(100);
		}
		p_interface->effect.l_congrate->actualFrame = 0;

		SDL_Delay(1000);
		return TRUE;
	}

	return FALSE;
}
コード例 #7
0
ファイル: Quad.cpp プロジェクト: MaddTheSane/Aquaria_clean
bool Quad::isCoordinateInside(Vector coord, int minSize)
{
	Vector realscale = getRealScale();
	int hw = fabsf((width)*realscale.x)*0.5f;
	int hh = fabsf((height)*realscale.y)*0.5f;
	if (hw < minSize)
		hw = minSize;
	if (hh < minSize)
		hh = minSize;

	Vector pos = getRealPosition();

	if (coord.x >= pos.x - hw && coord.x <= pos.x + hw)
	{
		if (coord.y >= pos.y - hh && coord.y <= pos.y + hh)
		{
			return true;
		}
	}
	return false;
}
コード例 #8
0
ファイル: graphx.c プロジェクト: P4R4D0X1/ZanosRacoon
/**
* \fn int updateGoal(sInterface *p_interface, sMap *p_map, eDirection p_direction)
* \brief Fonction de gestion des deplacements du personnage
*
* \param *p_interface pointeur vers une structure de type sInterface
* \param *p_map pointeur vers une structure de type sMap
* \param p_direction enum de type eDirection definissant le sens du deplacement
* \return int représentant le déroulement de la fonction
*/
int updateGoal(sInterface *p_interface, sMap *p_map, eDirection p_direction) {
	sNode *l_neighbour = NULL;

	if (p_interface->player.isSliding)
		return 0;
	
	p_interface->player.direction = p_direction;

	switch (p_direction) {
		case(DUP):
			l_neighbour = p_map->path[p_interface->player.mapPosition.y][p_interface->player.mapPosition.x].node.neighbourUP;
			break;
		case(DRIGHT):
			l_neighbour = p_map->path[p_interface->player.mapPosition.y][p_interface->player.mapPosition.x].node.neighbourRIGHT;
			break;
		case(DDOWN):
			l_neighbour = p_map->path[p_interface->player.mapPosition.y][p_interface->player.mapPosition.x].node.neighbourDOWN;
			break;
		case(DLEFT):
			l_neighbour = p_map->path[p_interface->player.mapPosition.y][p_interface->player.mapPosition.x].node.neighbourLEFT;
			break;
	}

	if (!l_neighbour) {
		p_interface->player.realDestination = p_interface->player.realPosition;
	}else{
		Mix_PlayChannel(-1, p_interface->sonor.slide, 0);
		p_interface->compteur += 1;
		p_interface->player.realDestination = getRealPosition(l_neighbour->position);
		p_interface->player.mapPosition = l_neighbour->position;
	}

	p_interface->player.isSliding = TRUE;

	return 0;
}
コード例 #9
0
ファイル: graphx.c プロジェクト: P4R4D0X1/ZanosRacoon
/**
* \fn int gameLoop(sInterface *p_interface, sMap *p_map)
* \brief Fonction de rendu de l'enigme et d'interfacage avec l'utilisateur
*
* \param *p_interface pointeur vers une structure de type sInterface
* \param *p_map pointeur vers une structure de type sMap
* \return int représentant le déroulement de la fonction
*/
int gameLoop(sInterface *p_interface, sMap *p_map) {
	
	bool l_loop = TRUE, l_solve = FALSE;
	char txtCmpt[32] = "";

	SDL_Rect l_posText = {(WINDOW_WIDTH / CASE_COLUMN_AMOUNT)/2, (WINDOW_HEIGHT / CASE_LINE_AMOUNT)/2, 50, 50};
	SDL_Color l_color = {255, 0, 0};

	p_interface->player.mapPosition.x = p_map->starting.x;
	p_interface->player.mapPosition.y = p_map->starting.y;
	p_interface->player.realPosition = getRealPosition(p_interface->player.mapPosition);
	p_interface->player.realDestination = getRealPosition(p_interface->player.mapPosition);

	displayMap(p_interface, p_map);

	while (l_loop){
		if(SDL_PollEvent(&(p_interface->event))) {
			switch (p_interface->event.type) {
				case(SDL_KEYDOWN):
					switch (p_interface->event.key.keysym.sym) {
						case(SDLK_z):
							updateGoal(p_interface, p_map, DUP);
							break;

						case(SDLK_d):
							updateGoal(p_interface, p_map, DRIGHT);
							break;

						case(SDLK_s):
							updateGoal(p_interface, p_map, DDOWN);
							break;

						case(SDLK_q):
							updateGoal(p_interface, p_map, DLEFT);	
							break;

						case(SDLK_x):
							l_solve = !l_solve;
							break;

						case(SDLK_ESCAPE):
							l_loop = FALSE;
							break;
					}
					break;

				case(SDL_MOUSEBUTTONDOWN):
					break;
			}
			while (SDL_PollEvent(&(p_interface->event)));
		}

		SDL_RenderClear(p_interface->renderer);
		SDL_RenderCopy(p_interface->renderer, p_interface->backgroundSprite, NULL, NULL);

		if(l_solve)
			showSolution(p_interface, p_interface->solution);
		renderParticle(&(p_interface->effect.particle), p_interface, p_map, TRUE);

		updateVision(p_interface, p_map);

		sprintf_s(txtCmpt, 30, "%d", p_interface->compteur);
		displayText(p_interface->renderer, txtCmpt, l_color, l_posText);


		SDL_RenderPresent(p_interface->renderer);
		if (WinOrNot(p_interface, p_map)) {
			l_loop = FALSE;
		}
		SDL_Delay(SDL_ANIMATION_FRAMETIME);
	}


	return 0;
}
コード例 #10
0
ファイル: NodeCom.cpp プロジェクト: ElvisQin/genius-x
void NodeCom::initWithMap(rapidjson::Value& value)
{
    auto visibleSize=Director::getInstance()->getVisibleSize();
    
    node=cocos2d::Node::create();
    if (value.HasMember("contentSize")) {
        auto size=cocos2d::SizeFromString(value["contentSize"].GetString());
        if (size.width<0)
            size.width=visibleSize.width;
        
        if (size.height<0)
            size.height=visibleSize.height;
        
        node->setContentSize(size);
    }
    else {
        node->setContentSize(visibleSize);
    }
    
    if (value.HasMember("anchorPoint")) {
        node->setAnchorPoint(cocos2d::PointFromString(value["anchorPoint"].GetString()));
    }
        
    cocos2d::Point position=value.HasMember("position")?cocos2d::PointFromString(value["position"].GetString()):cocos2d::Point::ZERO;
    if (value.HasMember("anchor")) {
        node->setPosition(getRealPosition(cocos2d::Director::getInstance()->getVisibleSize(),
                                              position,
                                              cocos2d::PointFromString(value["anchor"].GetString())));
    }
    else if (value.HasMember("position")) {
        node->setPosition(cocos2d::PointFromString(value["position"].GetString()));
    }

    if (value.HasMember("Node")) {
        
        int count=value["Node"].Size();
        for (int i=0; i<count; i++) {
            rapidjson::Value& nodeValue=value["Node"][i];
            if (!nodeValue.IsNull()&&nodeValue.HasMember("type")) {
                const char* type=nodeValue["type"].GetString();
                cocos2d::Node* child=nullptr;
                
                if (strcmp("Label", type)==0) {
                    child=initLabel(nodeValue);
                }
                else if (strcmp("Sprite", type)==0) {
                    child=initSprite(nodeValue);
                }
                else if (strcmp("Layer", type)==0) {
                    child=initLayer(nodeValue);
                }
                else if (strcmp("Button", type)==0) {
                    child=initButton(nodeValue);
                }
                else if (strcmp("TableView", type)==0){
                    child=initTable(nodeValue);
                }
                else if (strcmp("ProgressTimer", type)==0){
                    child=initTimer(nodeValue);
                }
                    
                
                if (child!=nullptr) {
                    node->addChild(child);

                    if (nodeValue.HasMember("name")) {
                        const char* name= nodeValue["name"].GetString();
                        __nodeNames.insert(std::make_pair(name, child));
                    }
                    
                    if (nodeValue.HasMember("scale")) {
                        cocos2d::Point point=cocos2d::PointFromString(nodeValue["scale"].GetString());
                        child->setScale(point.x, point.y);
                    }

                    if (nodeValue.HasMember("position")) {
                        child->setPosition(cocos2d::PointFromString(nodeValue["position"].GetString()));
                    }
                    
                    if (nodeValue.HasMember("anchorPoint")) {
                        child->setAnchorPoint(cocos2d::PointFromString(nodeValue["anchorPoint"].GetString()));
                    }
                    
                    if (nodeValue.HasMember("localZOrder")) {
                        child->setLocalZOrder(nodeValue["localZOrder"].GetInt());
                    }
                    
                    if (nodeValue.HasMember("globalOrder")) {
                        child->setGlobalZOrder(nodeValue["globalOrder"].GetInt());
                    }
                    
                    if (nodeValue.HasMember("visible")) {
                        child->setVisible(nodeValue["visible"].GetBool());
                    }

                    if (nodeValue.HasMember("tag")) {
                        child->setTag(nodeValue["tag"].GetInt());
                    }
                    
                    //如果声明了anchor,则按照新的规则布局
                    cocos2d::Point position1=nodeValue.HasMember("position")? cocos2d::PointFromString(nodeValue["position"].GetString()):cocos2d::Point::ZERO;
                    if (nodeValue.HasMember("anchor")) {
                        child->setPosition(getRealPosition(node->getContentSize(), position1, cocos2d::PointFromString(nodeValue["anchor"].GetString())));
                    }
                    else if (nodeValue.HasMember("position")) {
                        child->setPosition(position1);
                    }
                }
            }
        }
    }
}
コード例 #11
0
bool RenderObject::isCoordinateInRadius(const Vector &pos, float r)
{
	Vector d = pos-getRealPosition();
	
	return (d.getSquaredLength2D() < r*r);
}
コード例 #12
0
ファイル: Button.cpp プロジェクト: Teanan/GameBase
void Button::draw(sf::RenderTarget& target, sf::RenderStates states) const{
	sf::Sprite sprite(*m_texture, sf::IntRect(1 + (m_state - 1) * 16, 0, 8, 8));
	sprite.setPosition(getRealPosition());
	target.draw(sprite, states);

	sprite.setTextureRect(sf::IntRect(9 + (m_state - 1) * 16, 0, 8, 8));
	sprite.setPosition(getRealPosition().x + getSize().x - 8, getRealPosition().y);
	target.draw(sprite, states);

	sprite.setTextureRect(sf::IntRect(1 + (m_state - 1) * 16, 16, 8, 8));
	sprite.setPosition(getRealPosition().x, getRealPosition().y + getSize().y - 8);
	target.draw(sprite, states);

	sprite.setTextureRect(sf::IntRect(9 + (m_state - 1) * 16, 16, 8, 8));
	sprite.setPosition(getRealPosition().x + getSize().x - 8, getRealPosition().y + getSize().y - 8);
	target.draw(sprite, states);

	sprite.setTextureRect(sf::IntRect(1 + (m_state - 1) * 16, 24, 8, 8));
	sprite.setScale((getSize().x - 16.f) / 8.f, 1);
	sprite.setPosition(getRealPosition().x + 8, getRealPosition().y);
	target.draw(sprite, states);

	sprite.setTextureRect(sf::IntRect(9 + (m_state - 1) * 16, 24, 8, 8));
	sprite.setScale((getSize().x - 16.f) / 8.f, 1);
	sprite.setPosition(getRealPosition().x + 8, getRealPosition().y + getSize().y - 8);
	target.draw(sprite, states);

	sprite.setTextureRect(sf::IntRect(1 + (m_state - 1) * 16, 8, 8, 8));
	sprite.setScale(1, (getSize().y - 16.f) / 8.f);
	sprite.setPosition(getRealPosition().x, getRealPosition().y + 8);
	target.draw(sprite, states);

	sprite.setTextureRect(sf::IntRect(9 + (m_state - 1) * 16, 8, 8, 8));
	sprite.setScale(1, (getSize().y - 16.f) / 8.f);
	sprite.setPosition(getRealPosition().x + getSize().x - 8, getRealPosition().y + 8);
	target.draw(sprite, states);

	sprite.setTextureRect(sf::IntRect(0, m_state - 1, 1, 1));
	sprite.setScale(getSize().x - 16.f, getSize().y - 16.f);
	sprite.setPosition(getRealPosition() + sf::Vector2f(8, 8));
	target.draw(sprite, states);

	target.draw(m_drawableText, states);
}