void MockNavi::generateCity() { float* projection = m_camera.getViewProjectionMatrix(); ShaderLighting* pShader = new ShaderLighting(projection); // generate base plate vec4f groundColor(0.8, 0.8, 0.6, 1.0); vec3f position = vec3f(0.0, -0.001, 0.0); vec3f size = vec3f(CITY_GRID_SIZE * 3, 0.0, -CITY_GRID_SIZE * 2.0 * m_houseCount); Ground* ground = new Ground(position, size, groundColor, pShader); m_renderList.push_back(ground); // generate street z direction vec4f streetColor(0.0, 0.0, 0.0, 1.0); vec3f streetPosition = vec3f(0.6 * CITY_GRID_SIZE, 0.0, 0.0); vec3f streetSize = vec3f(CITY_GRID_SIZE * 0.6, 0.0, -CITY_GRID_SIZE * 2.0 * m_houseCount); Street* obj = new Street(streetPosition, streetSize, streetColor, pShader); m_renderList.push_back(obj); // generate streets x direction for (int z = 1; z < m_houseCount; ++z) { vec4f streetColor(0.0, 0.0, 0.0, 1.0); vec3f streetPosition = vec3f(0.0, 0.0, 0.6 - z * CITY_GRID_SIZE); vec3f streetSize = vec3f(CITY_GRID_SIZE * 3, 0.0, CITY_GRID_SIZE * 0.6); Street* obj = new Street(streetPosition, streetSize, streetColor, pShader); m_renderList.push_back(obj); m_updateList.push_back(obj); } // generate car vec3f carPosition(1.4 * CITY_GRID_SIZE, 0.001, -0.3); vec3f carSize(0.2f, 0.2f, 0.3f); vec4f carColor(0.7, 0.3, 0.3, 1.0); Car* car = new Car(carPosition, carSize, carColor, pShader); m_renderList.push_back(car); // generate houses vec4f houseColor(0.6, 0.6, 0.8, 1.0); for (int x = 0; x < 2; ++x) { for (int z = 0; z < m_houseCount; ++z) { float posx = x * 2.0 * CITY_GRID_SIZE; float posy = 0.0; float posz = -z * 2.0 * CITY_GRID_SIZE; vec3f housePosition(posx, posy, posz); vec3f houseSize(1.0, 1.0, 1.0); House* obj = new House(housePosition, houseSize, houseColor, pShader); m_renderList.push_back(obj); m_updateList.push_back(obj); } } }
int main() { //Create window, and limit frame rate sf::RenderWindow window (sf::VideoMode(800, 600, 32), "Game", sf::Style::Default); window.setFramerateLimit(60); //------------------------TEXTURES------------------------------ //Declare textures sf::Texture texture; sf::Texture texture1; sf::Texture texture2; //Load image if(!texture.loadFromFile("Sprites/main.png")) { return 1; } if(!texture1.loadFromFile("Sprites/background.png")) { return 1; } if(!texture2.loadFromFile("Sprites/house.png")) { return 1; } //------------------------SPRITES-------------------------- //Creates and places the sprites sf::Sprite sprite; sf::Sprite background; sf::Sprite house; sprite.setPosition(400, 300); background.setPosition(0, 0); house.setPosition(440, 300); //Loads texture into sprite sprite.setTexture(texture); background.setTexture(texture1); house.setTexture(texture2); //-------------------------RECTANGLES-------------------------------- //Declares the rectangles sf::IntRect front(1, 1, 18, 24); sf::IntRect back (20, 1, 18, 24); sf::IntRect left (20, 26, 18, 24); sf::IntRect right (1, 26, 18, 24); //Steps sf::IntRect frontLeft(39, 1, 18, 24); sf::IntRect frontRight(39, 26, 18, 24); sf::IntRect backLeft(); sf::IntRect backRight(); sf::IntRect leftLeft(); sf::IntRect leftRight(); sf::IntRect rightLeft(); sf::IntRect rightRight(); sf::IntRect backgroundRect (0, 0, 800, 600); sf::IntRect houseRect (0, 0, 17, 22); //Crop sprites using rectangles defined above sprite.setTextureRect(front); background.setTextureRect(backgroundRect); house.setTextureRect(houseRect); //-----------------------SOUND------------------------------------------------------ //Declare the Sound Buffer sf::SoundBuffer footstepsBuffer; sf::SoundBuffer bumpBuffer; //Loads the sound file if(!footstepsBuffer.loadFromFile("Sounds/footsteps.wav")) { return 1; } if(!bumpBuffer.loadFromFile("Sounds/bump.wav")) { return 1; } //Declare sound sf::Sound footsteps; sf::Sound bump; //Load Buffer into Sound footsteps.setBuffer(footstepsBuffer); bump.setBuffer(bumpBuffer); //-------------------------------MAIN----------------------------- //Main window loop while(window.isOpen()) { sf::Event event; //Vectors used for collision sf::Vector2i spritePosition(sprite.getPosition()); sf::Vector2i backgroundPosition(background.getPosition()); sf::Vector2i housePosition(house.getPosition()); //Sprite Vectors sf::Vector2i backVector(back.width, back.height); sf::Vector2i frontVector(front.width, front.height); sf::Vector2i rightVector(right.width, right.height); sf::Vector2i leftVector(left.width, left.height); //House Vectors sf::Vector2i houseVector(houseRect.width, houseRect.height); while(window.pollEvent(event)) { if(event.type == sf::Event::Closed) { window.close(); } if(event.key.code == sf::Keyboard::Insert) { sf::Image screenshot = window.capture(); screenshot.saveToFile("Screenshot.png"); } } //-----------------------------------MOVEMENT---------------------------------------- if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) { //Change to stepping sprite Sleep(250); sprite.setTextureRect(back); sprite.move(0, -24); //Redeclaring the collision textures sf::Vector2i spritePosition(sprite.getPosition()); sf::Vector2i housePosition(house.getPosition()); if(collision(spritePosition, backVector, housePosition, houseVector) == true) { sprite.move(0, 24); bump.play(); } else { footsteps.play(); } } else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) { //Change to stepping sprite Sleep(250); sprite.setTextureRect(front); sprite.move(0, 24); //Redeclaring the collision textures sf::Vector2i spritePosition(sprite.getPosition()); sf::Vector2i housePosition(house.getPosition()); if(collision(spritePosition, frontVector, housePosition, houseVector) == true) { sprite.move(0, -24); bump.play(); } else { footsteps.play(); } } else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) { //Change to stepping sprite Sleep(250); sprite.setTextureRect(right); sprite.move(19, 0); //Redeclaring the collision textures sf::Vector2i spritePosition(sprite.getPosition()); sf::Vector2i housePosition(house.getPosition()); if(collision(spritePosition, leftVector, housePosition, houseVector) == true) { sprite.move(-19, 0); bump.play(); } else { footsteps.play(); } } else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) { //Change to stepping sprite Sleep(250); sprite.setTextureRect(left); sprite.move(-19, 0); //Redeclaring the collision textures sf::Vector2i spritePosition(sprite.getPosition()); sf::Vector2i housePosition(house.getPosition()); if(collision(spritePosition, rightVector, housePosition, houseVector) == true) { sprite.move(19, 0); bump.play(); } else { footsteps.play(); } } //Draw sequence window.clear(); //(Red, Green, Blue, (optional) Alpha) Alpha is transperency //Draw.... window.draw(background); window.draw(house); window.draw(sprite); window.display(); std::cout << x << std::endl; std::cout << y << std::endl; } return 0; }