Point Robot::getBackLeft() const { // x and y are pointing to top left now int x = position.x - (size.x / 2); int y = position.y - (size.y / 2); Point originalBackLeft( x, y + size.y); double angle = Shape2DUtils::getAngle( front) + 0.5 * PI; Point backLeft( (originalBackLeft.x - position.x) * std::cos( angle) - (originalBackLeft.y - position.y) * std::sin( angle) + position.x, (originalBackLeft.y - position.y) * std::cos( angle) + (originalBackLeft.x - position.x) * std::sin( angle) + position.y); return backLeft; }
void Pyramid::createPyramid() { //Vertices Vect apex(0.0f, 7.07f, 0.0f); Vect frontLeft(-5.0f, 0.0f, 5.0f); Vect frontRight(5.0f, 0.0f, 5.0f); Vect backLeft(-5.0f, 0.0f, -5.0f); Vect backRight(5.0f, 0.0f, -5.0f); //Normals Vect frontNormal = (frontRight - frontLeft).cross(apex - frontRight); Vect rightNormal = (backRight - frontRight).cross(apex - backRight); Vect backNormal = (backLeft - backRight).cross(apex - backLeft); Vect leftNormal = (frontLeft - backLeft).cross(apex - frontLeft); Vect bottomNormal1 = (frontLeft - frontRight).cross(backLeft - frontLeft); Vect bottomNormal2 = (backRight - backLeft).cross(frontRight - backRight); pyramidBatch.Begin(GL_TRIANGLES, 18, 1); //Front side of pyramid //Front left pyramidBatch.Normal3f(frontNormal[x], frontNormal[y], frontNormal[z]); pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f); pyramidBatch.Vertex3f(frontLeft[x], frontLeft[y], frontLeft[z]); //Front right pyramidBatch.Normal3f(frontNormal[x], frontNormal[y], frontNormal[z]); pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f); pyramidBatch.Vertex3f(frontRight[x], frontRight[y], frontRight[z]); //Apex pyramidBatch.Normal3f(frontNormal[x], frontNormal[y], frontNormal[z]); pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f); pyramidBatch.Vertex3f(apex[x], apex[y], apex[z]); //Right side of pyramid //Front right pyramidBatch.Normal3f(rightNormal[x], rightNormal[y], rightNormal[z]); pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f); pyramidBatch.Vertex3f(frontRight[x], frontRight[y], frontRight[z]); //Back right pyramidBatch.Normal3f(rightNormal[x], rightNormal[y], rightNormal[z]); pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f); pyramidBatch.Vertex3f(backRight[x], backRight[y], backRight[z]); //Apex pyramidBatch.Normal3f(rightNormal[x], rightNormal[y], rightNormal[z]); pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f); pyramidBatch.Vertex3f(apex[x], apex[y], apex[z]); //Back side of pyramid //Back right pyramidBatch.Normal3f(backNormal[x], backNormal[y], backNormal[z]); pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f); pyramidBatch.Vertex3f(backRight[x], backRight[y], backRight[z]); //Back left pyramidBatch.Normal3f(backNormal[x], backNormal[y], backNormal[z]); pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f); pyramidBatch.Vertex3f(backLeft[x], backLeft[y], backLeft[z]); //Apex pyramidBatch.Normal3f(backNormal[x], backNormal[y], backNormal[z]); pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f); pyramidBatch.Vertex3f(apex[x], apex[y], apex[z]); //Left side of pyramid //Back left pyramidBatch.Normal3f(leftNormal[x], leftNormal[y], leftNormal[z]); pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f); pyramidBatch.Vertex3f(backLeft[x], backLeft[y], backLeft[z]); //Front left pyramidBatch.Normal3f(leftNormal[x], leftNormal[y], leftNormal[z]); pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f); pyramidBatch.Vertex3f(frontLeft[x], frontLeft[y], frontLeft[z]); //Apex pyramidBatch.Normal3f(backNormal[x], backNormal[y], backNormal[z]); pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f); pyramidBatch.Vertex3f(apex[x], apex[y], apex[z]); //Bottom 1 of pyramid //Front right pyramidBatch.Normal3f(bottomNormal1[x], bottomNormal1[y], bottomNormal1[z]); pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f); pyramidBatch.Vertex3f(frontRight[x], frontRight[y], frontRight[z]); //Front left pyramidBatch.Normal3f(bottomNormal1[x], bottomNormal1[y], bottomNormal1[z]); pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f); pyramidBatch.Vertex3f(frontLeft[x], frontLeft[y], frontLeft[z]); //Back left pyramidBatch.Normal3f(bottomNormal1[x], bottomNormal1[y], bottomNormal1[z]); pyramidBatch.MultiTexCoord2f(0, 0.0f, 1.0f); pyramidBatch.Vertex3f(backLeft[x], backLeft[y], backLeft[z]); //Bottom 2 of pyramid //Back left pyramidBatch.Normal3f(bottomNormal2[x], bottomNormal2[y], bottomNormal2[z]); pyramidBatch.MultiTexCoord2f(0, 0.0f, 1.0f); pyramidBatch.Vertex3f(backLeft[x], backLeft[y], backLeft[z]); //Back right pyramidBatch.Normal3f(bottomNormal2[x], bottomNormal2[y], bottomNormal2[z]); pyramidBatch.MultiTexCoord2f(0, 1.0f, 1.0f); pyramidBatch.Vertex3f(backRight[x], backRight[y], backRight[z]); //Front right pyramidBatch.Normal3f(bottomNormal2[x], bottomNormal2[y], bottomNormal2[z]); pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f); pyramidBatch.Vertex3f(frontRight[x], frontRight[y], frontRight[z]); pyramidBatch.End(); }
task main3(){ nMotorEncoder[armLeft2] = 0; nMotorEncoder[armRight2] = 0; //either for play //flipout(); //or for testing SensorValue[claw] = open;//close claw wait1Msec(1000);//wait intake(); wait1Msec(250); armUp(250);//arm up just enough wait1Msec(20);//wait backRight(350*1.6);//first turn towards goal right(175*1.6);//second turn towards goal armDown(0); wait1Msec(750);//wait SensorValue[claw] = open;//open claw wait1Msec(100);//wait backLeft(175*1.6);//turn 1 wait1Msec(50);//wait left(350*1.6);//turn 2 SensorValue[claw] = open;//close claw wait1Msec(1000);//wait intake(); wait1Msec(250); armUp(250);//arm up just enough wait1Msec(20);//wait backRight(350*1.6);//first turn towards goal right(200*1.6);//second turn towards goal armDown(0); wait1Msec(750);//wait SensorValue[claw] = open;//open claw wait1Msec(100);//wait backLeft(160*1.6);//turn 1 wait1Msec(50);//wait left(350*1.6);//turn 2 SensorValue[claw] = open;//close claw wait1Msec(1000);//wait intake(); wait1Msec(250); armUp(250);//arm up just enough wait1Msec(20);//wait backRight(350*1.6);//first turn towards goal right(200*1.6);//second turn towards goal armDown(0); /*wait1Msec(1000);//wait intake(); wait1Msec(20);//wait .02 sec (future: is because this small thing stops bot from carrying its previous momentum forward) armUp(200);//arm up just enough wait1Msec(20);//wait backRight(225);//first turn towards goal right(235);//second turn towards goal wait1Msec(500);//wait armDown(0); SensorValue[claw] = 0;//open claw wait1Msec(500);//wait armUp(150); wait1Msec(20);//wait backLeft(200);//turn 1 armDown(160); wait1Msec(50);//wait left(325);//turn 2 ///REPEAT EVERYTHING /*wait1Msec(750);//wait SensorValue[claw] = 1;//close claw wait1Msec(20);//wait .02 sec (future: because this small thing stops bot from carrying its previous momentum forward) armUp(250);//arm up just enough wait1Msec(20);//wait //backRight(250);//first turn towards goal //right(225);//second turn towards goal backRight(275);//first turn towards goal right(175);//second turn towards goal wait1Msec(250);//wait armDown(250); SensorValue[claw] = 0;//open claw wait1Msec(500);//wait armUp(150); wait1Msec(20);//wait backLeft(225); armDown(150); wait1Msec(50);//wait left(300); ///REPEAT EVERYTHING wait1Msec(750);//wait*/ }
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; }