Ball(float mX, float mY) { shape.setPosition(mX, mY); shape.setRadius(ballRadius); shape.setFillColor(Color::Red); shape.setOrigin(ballRadius, ballRadius); }
void Sun::draw(DrawData drawData) { RenderWindow* window = drawData.window; double zoom = drawData.zoom; Vector2i viewPos = drawData.viewPos; CircleShape sun; int r = radius / zoom; r = r < 2 ? 2 : r; sun.setRadius(r); sun.setPointCount(1024); sun.setPosition(globalToDrawCoords(viewPos, Vector2i(0, 0), zoom)); sun.setOrigin(Vector2f(r, r)); sun.setFillColor(Color(200, 200, 0)); window->draw(sun); for (int i = 0; i < moons.size(); i++) { moons.at(i).draw(window, zoom, viewPos); } for (int i = 0; i < planets.size(); i++) { planets.at(i).draw(window, zoom, viewPos); } }
Bullet(Vector2f coord, int who, int test){ this->test.angle = test; this->who = who; shape.setPosition(coord); shape.setFillColor(Color::Red); shape.setRadius(5); }
// Let's create the Ball constructor. // (argument mX -> starting x coordinate) // (argument mY -> starting y coordinate) Ball(float mX, float mY) { // Apply position, radius, color and origin // to the CircleShape `shape`. shape.setPosition(mX, mY); shape.setRadius(ballRadius); shape.setFillColor(Color::Red); shape.setOrigin(ballRadius, ballRadius); }
void GameGraphics::drawCannonBalls(Time elapsedTime) { for (CannonBallList* cbl = game->cannonBallsManager.registeredCannonBalls; cbl != NULL; cbl=cbl->down) { CircleShape circle; circle.setRadius(CANNON_BALL_RADIUS); circle.setFillColor(Color::Yellow); circle.setOrigin(CANNON_BALL_RADIUS, CANNON_BALL_RADIUS); circle.setPosition(cbl->cannonBall.position); game->window.draw(circle); } }
void Bullet::add(Vector2f f,Vector2f pos) { // CircleShape c; c.setPosition(pos); c.setFillColor(color); c.setRadius(2); if(timer.getElapsedTime() >= frequency && (ammunition > 0 || infinite)) { m_bullet.push_back(c); factor.push_back(f); timer.restart(); ammunition--; } }
void Crawler::DebugDraw( RenderTarget *target ) { if( !dead ) { CircleShape cs; cs.setFillColor( Color::Cyan ); cs.setRadius( 10 ); cs.setOrigin( cs.getLocalBounds().width / 2, cs.getLocalBounds().height / 2 ); V2d g = ground->GetPoint( edgeQuantity ); cs.setPosition( g.x, g.y ); //owner->window->draw( cs ); //UpdateHitboxes(); physBody.DebugDraw( target ); } // hurtBody.DebugDraw( target ); // hitBody.DebugDraw( target ); }
void Simulation::testons() { Event event; while(m_window.pollEvent(event)) { if(event.type == Event::Closed) m_window.close(); if(event.type == Event::MouseButtonReleased)//Si on clique, on ajoute un corps { if(event.mouseButton.button == Mouse::Left) { Vector2i mousePosition = Mouse::getPosition(m_window); m_test.setPosition(mousePosition.x, mousePosition.y); } } } //données: CircleShape cercle; CircleShape base; base.setPosition(390, 390); base.setRadius(10); base.setFillColor(Color::Red); double x(0), y(0), rayon(5); //int color[3]; m_test.getPosition(x, y); m_window.clear(Color::Black); cercle.setPosition((int)x-rayon, (int)y-rayon); cercle.setRadius(rayon); cercle.setFillColor(Color::White); double yb(400), xb(400); double coefdir = (yb - y) / (xb - x); double angle = atan(coefdir); if(x>xb) { angle = (angle+3.14); while(angle > 2*3.14) { angle -= 2*3.14; } } double angleD = angle*(360/(2*3.14)); RectangleShape vectorA; vectorA.setSize(Vector2f(50, 1)); vectorA.setPosition(x, y); vectorA.setRotation(angleD); RectangleShape vectorX; vectorX.setSize(Vector2f(50*cos(angle), 1)); vectorX.setPosition(x, y); vectorX.setFillColor(Color::Green); RectangleShape vectorY; vectorY.setSize(Vector2f(1, 50*sin(angle))); vectorY.setPosition(x, y); vectorY.setFillColor(Color::Green); m_window.draw(base); m_window.draw(cercle); m_window.draw(vectorA); m_window.draw(vectorX); m_window.draw(vectorY); m_affichageAux->setString("Angle: " + to_string(angleD)); m_window.draw(*m_affichageAux); m_window.display(); }