コード例 #1
0
ファイル: cleaner_1_visual.cpp プロジェクト: rekanq/phantasia
void _Log::load_image(){
	if( image_loaded == false && image_path.length() != 0 ) {
		Sprite.SetImage( VNImageManager.get_image( image_path ) );

		Sprite.SetY( WINDOW_HEIGHT - Sprite.GetSize().y );

		switch( align ){

		case 1:
			Sprite.SetX( 0.f );
			break;
		case 2:
			Sprite.SetX( 100.f );
			break;

		case 3:
			Sprite.SetX( WINDOW_WIDTH/2 - Sprite.GetSize().x /2 );
			break;

		case 4:
			Sprite.SetX( WINDOW_WIDTH - 100.f - Sprite.GetSize().x );
			break;

		case 5:
			Sprite.SetX( WINDOW_WIDTH - Sprite.GetSize().x );
			break;

		}


		image_loaded = true;
	}
}
コード例 #2
0
ファイル: bullet.cpp プロジェクト: lzh9102/tx100
bool Bullet::detectCollision(sf::Vector2f p, const sf::Sprite& sprite) const
{
    /* collide if the pixel is not transparent */
    int img_width = sprite.GetSize().x, img_height = sprite.GetSize().y;
    int img_x = pos.x - p.x + img_width / 2, img_y = pos.y - p.y + img_height / 2;
    if (img_x < 0 || img_x >= img_width)
        return false;
    if (img_y < 0 || img_y >= img_height)
        return false;
    return sprite.GetPixel(img_x, img_y).a != 0;
}
コード例 #3
0
ファイル: collision.cpp プロジェクト: brzeszczot/thegame
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;
}
コード例 #4
0
ファイル: imageManager.cpp プロジェクト: BBazard/old-stuff
void ImageManager::GetSpriteEnemy(sf::Sprite &sprite, int whichEnemy)
{
    if(whichEnemy == ENEMY1)
    {
        sprite.SetImage(m_enemy1);
        sprite.SetSubRect(sf::IntRect(1, 1, sprite.GetSize().x-1, sprite.GetSize().y-1));//To do avec le charset
    }

    else
        std::cerr << "erreur fonction ImageManager.GetSpriteEnemy appelée avec whichEnemy = " << whichEnemy << std::endl;
}
コード例 #5
0
ファイル: Mouse.cpp プロジェクト: stianfauskanger/MagicMemory
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;
}
コード例 #6
0
ファイル: fenetre.cpp プロジェクト: r0mdau/morpionRD
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;
}
コード例 #7
0
ファイル: Utility.cpp プロジェクト: FlayaN/SMAZK
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;

}
コード例 #8
0
ファイル: Bala.cpp プロジェクト: nlattessi/unl-vg
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);
}
コード例 #9
0
void init(){
  _backgroundImage.LoadFromFile("assets/wood-puzzle-floor.png");
  _backgroundSprite.SetImage(_backgroundImage);
  
  _robotImage.LoadFromFile("assets/roomba.png");
  _robotSprite.SetImage(_robotImage);
  _robotSprite.SetCenter(_robotSprite.GetSize().x/2, _robotSprite.GetSize().y/2);
  _fakeRobotSprite.SetImage(_robotImage);
  _fakeRobotSprite.SetCenter(_fakeRobotSprite.GetSize().x/2, _fakeRobotSprite.GetSize().y/2);
  _fakeRobotSprite.SetColor(sf::Color(100,100,255));

  _landmarkImage.LoadFromFile("assets/landmark.png");
  _landmarkSprite.SetImage(_landmarkImage);
  _landmarkSprite.SetCenter(_landmarkSprite.GetSize().x/2, _landmarkSprite.GetSize().y/2);

  _rangeImage.LoadFromFile("assets/range.png");
  _rangeSprite.SetImage(_rangeImage);
  original_range_sprite_size_x = _rangeSprite.GetSize().x;
  original_range_sprite_size_y = _rangeSprite.GetSize().y;
  updateRangeSpriteScale();
  _rangeSprite.SetCenter((original_range_sprite_size_x/2), (original_range_sprite_size_y/2));

  _window.Create(sf::VideoMode(window_width,window_height,32), "Bearing simulator");

  move_amount = 0;
  rotation_amount = 0;
  time_to_capture = false;
  
  walk = 0;
  rotation = 0;
}
コード例 #10
0
ファイル: utils.cpp プロジェクト: dchhetri/SFML-Chess
 //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);
 }
コード例 #11
0
ファイル: main.cpp プロジェクト: dexter1986/unli
int main()
{
	img_r.LoadFromFile("..\\Imagenes\\rcircle.png");
	img_b.LoadFromFile("..\\Imagenes\\bcircle.png");
	
	sprite_b.SetImage(img_b);
	sprite_r.SetImage(img_r);

	sf::RenderWindow App(sf::VideoMode(800,600,32),"ventana");
	
	const sf::Input& in = App.GetInput();

	sprite_b.Scale(sprite_r.GetSize().x/sprite_b.GetSize().x,sprite_r.GetSize().y/sprite_b.GetSize().y);

	while(App.IsOpened())
	{

		while(App.GetEvent(Event))
		{
			if(Event.Type == sf::Event::Closed)
				App.Close();

			if(Event.Type == sf::Event::MouseMoved){
			//	cursor.SetPosition(Event.MouseMove.X,Event.MouseMove.Y);
			}

		}

		if(in.IsKeyDown(sf::Key::Escape))
			App.Close();

		//cursor.SetPosition(in.GetMouseX(),in.GetMouseY());

		App.Clear();
		sprite_r.SetPosition(0,0);
		App.Draw(sprite_r);

		sprite_r.SetPosition(App.GetWidth()-img_r.GetWidth(),0);
		App.Draw(sprite_r);

		sprite_r.SetPosition(0,App.GetHeight()-img_r.GetHeight());
		App.Draw(sprite_r);

		sprite_r.SetPosition(App.GetWidth()-img_r.GetWidth(),App.GetHeight()-img_r.GetHeight());
		App.Draw(sprite_r);
		
		sprite_b.SetPosition((App.GetWidth()-sprite_b.GetSize().x)/2,(App.GetHeight()-sprite_b.GetSize().y)/2);
		App.Draw(sprite_b);
		App.Display();
	}

	return 0;
}
コード例 #12
0
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);
}
コード例 #13
0
ファイル: collision.cpp プロジェクト: brzeszczot/thegame
sf::IntRect Collision::GetAABB(const sf::Sprite& Object) {

    //Get the top left corner of the sprite regardless of the sprite's center
    //This is in Global Coordinates so we can put the rectangle back into the right place
    sf::Vector2f pos = Object.TransformToGlobal(sf::Vector2f(0, 0));

    //Store the size so we can calculate the other corners
    sf::Vector2f size = Object.GetSize();

    float Angle = Object.GetRotation();

    //Bail out early if the sprite isn't rotated
    if (Angle == 0.0f) {
        return sf::IntRect(static_cast<int> (pos.x),
                static_cast<int> (pos.y),
                static_cast<int> (pos.x + size.x),
                static_cast<int> (pos.y + size.y));
    }

    //Calculate the other points as vectors from (0,0)
    //Imagine sf::Vector2f A(0,0); but its not necessary
    //as rotation is around this point.
    sf::Vector2f B(size.x, 0);
    sf::Vector2f C(size.x, size.y);
    sf::Vector2f D(0, size.y);

    //Rotate the points to match the sprite rotation
    B = RotatePoint(B, Angle);
    C = RotatePoint(C, Angle);
    D = RotatePoint(D, Angle);

    //Round off to int and set the four corners of our Rect
    int Left = static_cast<int> (MinValue(0.0f, B.x, C.x, D.x));
    int Top = static_cast<int> (MinValue(0.0f, B.y, C.y, D.y));
    int Right = static_cast<int> (MaxValue(0.0f, B.x, C.x, D.x));
    int Bottom = static_cast<int> (MaxValue(0.0f, B.y, C.y, D.y));

    //Create a Rect from out points and move it back to the correct position on the screen
    sf::IntRect AABB = sf::IntRect(Left, Top, Right, Bottom);
    AABB.Offset(static_cast<int> (pos.x), static_cast<int> (pos.y));
    return AABB;
}
コード例 #14
0
ファイル: main.cpp プロジェクト: dexter1986/unli
int main()
{
	img_r.LoadFromFile("..\\Imagenes\\rcircle.png");
	img_b.LoadFromFile("..\\Imagenes\\bcircle.png");
	
	sprite_b.SetImage(img_b);
	sprite_r[0].SetImage(img_r);
	sprite_r[1].SetImage(img_r);
	sprite_r[2].SetImage(img_r);
	sprite_r[3].SetImage(img_r);

	sf::RenderWindow App(sf::VideoMode(800,600,32),"ventana");

	const sf::Input& in = App.GetInput();
	
	sprite_b.Scale(sprite_r[0].GetSize().x/sprite_b.GetSize().x,sprite_r[0].GetSize().y/sprite_b.GetSize().y);
	sprite_r[0].SetPosition(0,0);
	sprite_r[1].SetPosition(App.GetWidth()-img_r.GetWidth(),0);
	sprite_r[2].SetPosition(0,App.GetHeight()-img_r.GetHeight());
	sprite_r[3].SetPosition(App.GetWidth()-img_r.GetWidth(),App.GetHeight()-img_r.GetHeight());
	sprite_b.SetPosition((App.GetWidth()-sprite_b.GetSize().x)/2,(App.GetHeight()-sprite_b.GetSize().y)/2);

	int index = -1;
	int pos_x,pos_y;

	while(App.IsOpened())
	{
		while(App.GetEvent(Event))
		{
			if(Event.Type == sf::Event::Closed)
				App.Close();
			
			if(index == -1 && Event.Type == sf::Event::MouseButtonPressed)
			{
				int x = Event.MouseButton.X;
				int y = Event.MouseButton.Y;
				int sx,sy;
				int w,h;
				for(int i=0;i<4;i++)
				{
					sx = sprite_r[i].GetPosition().x;
					sy = sprite_r[i].GetPosition().y;
					h = sprite_r[i].GetSize().y;
					w = sprite_r[i].GetSize().x;
					if(sx < x && sx + w > x && sy < y && sy + h > y)
					{
						index = i;
						pos_x = x;
						pos_y = y;
						break;
					}
				}
			}

			if(index > -1 && Event.Type == sf::Event::MouseButtonReleased)
			{
				index = -1;
			}
		}

		if(in.IsKeyDown(sf::Key::Escape))
			App.Close();

		if(index > -1)
		{
		   int off_x = in.GetMouseX() - pos_x;
		   int off_y = in.GetMouseY() - pos_y;
		   pos_x = in.GetMouseX();
		   pos_y = in.GetMouseY();
		   sprite_r[index].Move(off_x,off_y);		   
		}

		App.Clear();
		
		App.Draw(sprite_r[3]);
		App.Draw(sprite_r[2]);		
		App.Draw(sprite_r[1]);
		App.Draw(sprite_r[0]);
		App.Draw(sprite_b);

		App.Display();
	}

	return 0;
}
コード例 #15
0
ファイル: Collision.cpp プロジェクト: regb/kalec
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;
}
コード例 #16
0
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);
}
コード例 #17
0
ファイル: collision.cpp プロジェクト: brzeszczot/thegame
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));

}
コード例 #18
0
ファイル: fenetre.cpp プロジェクト: r0mdau/morpionRD
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;
}
コード例 #19
0
ファイル: fenetre.cpp プロジェクト: r0mdau/morpionRD
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;
}