예제 #1
0
파일: p7.cpp 프로젝트: ardraeiss/Tutorials
	// The constructor is almost identical to the `Paddle` one.
	Brick(float mX, float mY) 
	{ 
		shape.setPosition(mX, mY);
		shape.setSize({blockWidth, blockHeight});
		shape.setFillColor(Color::Yellow);
		shape.setOrigin(blockWidth / 2.f, blockHeight / 2.f);
	}
예제 #2
0
 Paddle(float mX, float mY)
 {
     shape.setPosition(mX, mY);
     shape.setSize({paddleWidth, paddleHeight});
     shape.setFillColor(Color::Red);
     shape.setOrigin(paddleWidth / 2.f, paddleHeight / 2.f);
 }
예제 #3
0
파일: GameEngine.cpp 프로젝트: foo-foo/F2O
void    GameEngine::_initWall(RectangleShape &wall, const unsigned int size,
                              Color const &color, const Vector2f &pos)
{
    wall.setSize(Vector2f(25, size));
    wall.setOrigin(0, size);
    wall.setFillColor(color);
    wall.setPosition(pos);
}
예제 #4
0
	initialization_blocks(float x, float y, int count)
	{
		rectangle.setSize(RECTANGLES_SIZE);
		rectangle.setFillColor(Color::Blue);
		rectangle.setOrigin(RECTANGLES_SIZE.x / 2, RECTANGLES_SIZE.y / 2);
		pos.x = x;
		pos.y = y;
	}
예제 #5
0
파일: misc.cpp 프로젝트: dridk/tankfighter
void drawSprite(Sprite &spr, RenderTarget &target) {
	RectangleShape shape;
	Texture &sftexture = const_cast<Texture&>(*spr.getTexture());
	FloatRect r = spr.getLocalBounds();
	shape.setSize(Vector2f(r.width, r.height));
	shape.setOrigin(spr.getOrigin());
	shape.setRotation(spr.getRotation());
	shape.setPosition(spr.getPosition());
	shape.setScale(spr.getScale());
	shape.setTexture(spr.getTexture());
	shape.setFillColor(spr.getColor());
	sftexture.setRepeated(false);
	target.draw(shape);
	sftexture.setRepeated(true);
}
예제 #6
0
void intro()
{
	Sprite firecan;
	firecan.setTexture(MediaBucket.getTexture("firecan"));
	firecan.setOrigin(firecan.getLocalBounds().width/2, firecan.getLocalBounds().height/2);
	firecan.setPosition(400, 300);
	Time	intro_time = seconds(4);
	Clock 	clock;

	double opacity = 255;

	RectangleShape filter;
	filter.setFillColor(Color(255,255,255,opacity));
	filter.setSize(Vector2f(800,600));
	filter.setOrigin(400,300);
	filter.setPosition(400,300);

	while(intro_time > seconds(0)) 
	{
		while(app.pollEvent(event))
		{
			if(event.type == Event::KeyPressed) {
				if(event.key.code == Keyboard::Escape) {
					intro_time = seconds(0);
				}
			}
		}
		elapsed_time = clock.restart();
		intro_time -= elapsed_time;
		if(opacity >= 0) {
			opacity -= 255/2*elapsed_time.asSeconds();
			if(opacity < 0) {
				opacity = 0;
			}
		}
		filter.setFillColor(Color(255,255,255,opacity));
		app.clear(Color::White);
		app.draw(firecan);
		app.draw(filter);
		app.display();
	}
}
예제 #7
0
void RenderSystem::update(float dt, std::vector<GameObject*>* objects)
{
	for (Ite i = objects->begin(); i != objects->end(); i++)
	{
		RenderComponent* render = (*i)->getComponent<RenderComponent>();
		if (render != nullptr)
		{
			RectangleShape shape = *render->getDrawable();
			PhysicsComponent* physics = (*i)->getComponent<PhysicsComponent>();
			if (physics != nullptr)
			{
				Vector2f position = mScale * flipY(physics->getBody()->GetPosition());
				shape.setPosition(position);
				shape.setSize(1.02f * mScale * physics->getSize());
				shape.setOrigin(shape.getSize() * 0.5f);

				// positive direction is opposite in Box2D
				shape.setRotation(-1.0f * physics->getBody()->GetAngle() * 180 / b2_pi);
			}
			mWindow->draw(shape);
		}
	}
}
예제 #8
0
void Game::gra()
{
	srand(time(0));
	
	
	///////////////////////////////
	Texture tekstura_cel;			//wczytanie tekstur i dzwiêków i tekstów
	tekstura_cel.loadFromFile("data/cel.png");
	Texture tekstura_z;
	tekstura_z.loadFromFile("data/zombie_after_attack_rect.png");
	Texture tekstura;
	tekstura.loadFromFile("data/ground.png");
	Texture tekstura_bl;
	tekstura_bl.loadFromFile("data/blood.png");
	Texture tekstura_zombie_bl;
	tekstura_zombie_bl.loadFromFile("data/zombie_after_attack_rect.png");
	Texture tekstura_zombie_aa;
	tekstura_zombie_aa.loadFromFile("data/zombie_after_attack_rect.png");
	Texture tekstura_zombie_full;
	tekstura_zombie_full.loadFromFile("data/zombie_after_attack_rect.png");
	Texture tekstura_gun;
	tekstura_gun.loadFromFile("data/gun.png");
	Texture tekstura_bullet;
	Texture tekstura_floor;
	tekstura_floor.loadFromFile("data/floor.png");
	Texture tekstura_ak_47;
	tekstura_ak_47.loadFromFile("data/ak_47.png");
	tekstura_bullet.loadFromFile("data/bullet.png");
	Texture tekstura_corps;
	tekstura_corps.loadFromFile("data/corps.png");
	Texture tekstura_ammo;
	tekstura_ammo.loadFromFile("data/ammo_pickup.png");
	Texture tekstura_hp;
	tekstura_hp.loadFromFile("data/hp_pickup.png");
	Texture tekstura_wall;
	tekstura_wall.loadFromFile("data/wall.jpg");
	tekstura_wall.setRepeated(true);
	SoundBuffer buffer, buffer_z;
	buffer_z.loadFromFile("data/hit.wav");
	buffer.loadFromFile("data/shot.wav");
	Sound sound, sound_hit;
	sound.setBuffer(buffer);
	sound_hit.setBuffer(buffer_z);
	SoundBuffer zombie_bite;
	zombie_bite.loadFromFile("data/zombie_bite.wav");
	Sound sound_bite;
	sound_bite.setBuffer(zombie_bite);
	SoundBuffer reload_wav, ammo_out;
	reload_wav.loadFromFile("data/long_reload.wav");
	ammo_out.loadFromFile("data/out_of_ammo.wav");
	SoundBuffer health_wav, ammo_wav;
	health_wav.loadFromFile("data/health.wav");
	ammo_wav.loadFromFile("data/ammo.wav");
	Sound health_collect, ammo_collect;
	health_collect.setBuffer(health_wav);
	ammo_collect.setBuffer(ammo_wav);
	SoundBuffer ak_shot;
	ak_shot.loadFromFile("data/AK_47_shot.wav");
	Sound ak;
	ak.setBuffer(ak_shot);
	Sound sound_reload, sound_ammo_out;
	sound_reload.setBuffer(reload_wav);
	sound_ammo_out.setBuffer(ammo_out);
	Music muzyka;
	muzyka.openFromFile("data/COD4_theme.wav");
	muzyka.setLoop(true);
	muzyka.play();
	
	Font font;
	font.loadFromFile("data/font_UI.ttf");
	Text hp;
	hp.setFont(font);
	hp.setCharacterSize(25);
	hp.setColor(Color(138, 7, 7));
	Text round;
	round.setCharacterSize(25);
	round.setFont(font);
	round.setColor(Color(138, 7, 7));
	Text gun_name;
	gun_name.setCharacterSize(25);
	gun_name.setFont(font);
	gun_name.setColor(Color(138, 7, 7));
	Text bullets_Left;
	bullets_Left.setFont(font);
	bullets_Left.setCharacterSize(25);
	bullets_Left.setColor(Color(138, 7, 7));
	Text licznik_zombie;
	licznik_zombie.setFont(font);
	licznik_zombie.setCharacterSize(25);
	licznik_zombie.setColor(Color(138, 7, 7));
	////////////////////////////////
	
	Sprite celownik;
	celownik.setScale(0.045, 0.045);
	celownik.setTexture(tekstura_cel);
	celownik.setOrigin(celownik.getLocalBounds().width/2.0f, celownik.getLocalBounds().height/ 2.0f);

	RectangleShape sprint_ui;
	sprint_ui.setSize(Vector2f(15 * 5, 15));
	sprint_ui.setFillColor(Color(138, 7, 7));


	/////////////////////////// tablice obiektów
	vector<Blood> tab_bl;
	vector < Bullet > tab; //tablica przechowuj¹ca pociski
	vector <Zombie> tab_z; //zombie
	deque <Vector2f> tab_p;//pozycje gracza z ostatnich 100 klatek
	vector <Corps> tab_corps;
	vector <Ammo_Pickup> tab_am;
	vector <Hp_Pickup> tab_hp;
	

	Sprite map(tekstura);
	tekstura.setRepeated(true);
	map.setTextureRect(IntRect(0, 0, 10000, 10000));
	map.setOrigin(5000,5000);
	map.setPosition(0, 0);
	
	Sprite floor;
	floor.setPosition(-500, -480);
	floor.setTexture(tekstura_floor);
	tekstura_floor.setRepeated(true);
	floor.setTextureRect(IntRect(0, 0, 1000, 980));
	
	vector<RectangleShape> tab_wall;
	for (int i = 0; i < 12; i++)
	{
		RectangleShape wall;
		wall.setFillColor(Color(7, 138, 7, 100));
		
		
		if (i == 0)
		{
			wall.setPosition(-1000, -1000);
			//wall.setFillColor(Color::White);
		}
		else if (i == 1) {
			wall.setPosition(-1000, 1000);
			//wall.setFillColor(Color::Red);
		}
		else if (i == 2) {
			wall.setPosition(-1100, -1000);
			//wall.setFillColor(Color::Cyan);
		}
		else if (i == 3) {
			//wall.setOrigin(100, 0);
			wall.setPosition(1000, -1000);
			//wall.setFillColor(Color::Blue);
		}
		if (i == 0 || i == 1)wall.setSize(Vector2f(2000, 100));
		else if (i == 2 || i == 3)wall.setSize(Vector2f(100, 2100));
		if (i == 4)
		{
			wall.setPosition(-500,-500);

		}
		else if (i == 5)
		{
			wall.setPosition(-520,500);

		}
		else if (i == 6)
		{
			wall.setPosition(-520, -500);

		}
		else if (i == 7)
		{
			wall.setPosition(500, -500);

		}
		if (i == 4 || i == 5)wall.setSize(Vector2f(1020, 20));
		else if (i == 6 || i == 7)wall.setSize(Vector2f(20, 1020));
		
		if (i == 8)
		{
			wall.setPosition(-100, -489);
			wall.setFillColor(Color(138, 7, 7, 150));
		}
		else if (i == 9)
		{
			wall.setPosition(-100, 510);
			wall.setFillColor(Color(138, 7, 7, 150));
		}
		else if (i == 10)
		{
			wall.setPosition(-509, -100);
			wall.setFillColor(Color(138, 7, 7, 150));
		}
		else if (i == 11)
		{
			wall.setPosition(510, -100);
			wall.setFillColor(Color(138, 7, 7,150));
		}
		if (i == 8 || i == 9)wall.setSize(Vector2f(100, 6));
		else if (i == 10 || i == 11)wall.setSize(Vector2f(6, 100));
		if (i == 8 || i == 9 || i == 10 || i == 11)wall.setOrigin(wall.getLocalBounds().width / 2.0f, wall.getLocalBounds().height / 2.0f);

		tab_wall.push_back(wall);

	}
	
	
	Player gracz;
	gracz.body.setPosition(0,0);


	int runda = 1;

	float vx = 0, vy = 0; //prêdkoœæ gracza
	float angle;
	float sprint = 1;

	Clock zombie_player_collisionTimer;
	Clock reload_time;
	Clock zombie_generator_timer;
	Clock zegar;
	Time czas;
	Event event;
	float x, y; //x,y myszy
	okno.setMouseCursorVisible(false);
	int max_zombie_per_round;
	int generated_zombie=0;
	bool generate = true;
	bool menu = false;
	bool canReload = false;
	bool canShoot = true;
	bool Rpressed = false;
	bool isSprint = false;
	bool canSprint = true;
	int zombies_killed_in_round = 0;
	zombie_generator_timer.restart();

	Gun *wsk_gun;
	

	Gun pistol("colt .45", 80.0f,16.0f,2000.0f,2.0f,tekstura_bullet, tekstura_gun,Vector2f(2,2), Vector2f (1,1),gracz.body.getPosition(),0.1);
	Gun ak_47("ak 47", 120.0f, 30.0f, 2800.0f, 2.0f, tekstura_bullet, tekstura_ak_47, Vector2f(2, 2), Vector2f(1, 1), gracz.body.getPosition(),0.08f);
	//view.zoom(1.0f/1.2f);
	//view.zoom(1.0f / 1.2f);
	wsk_gun = &pistol;
	while (!menu)
	{
		//cout << tab_z.size() << " | "<< wsk_gun->bullets_fired.size() <<endl;
		
		gracz.canMoveDown = true;
		gracz.canMoveUP= true;
		gracz.canMoveRight = true;
		gracz.canMoveLeft = true;
		max_zombie_per_round = runda * 4 * 7 ;
		
		if (generated_zombie >= max_zombie_per_round)
		{
			generate = false;
			
		}
		if (!generate&&tab_z.empty())
		{
			zombies_killed_in_round = 0;
			generated_zombie = 0;
			generate = true;
			runda++;

		}
			if (generate && (zombie_generator_timer.getElapsedTime().asSeconds() >= 1.0f)) {
				zombie_generator_timer.restart();
					
						
						if (tab_z.size() <=20)
						{
							generated_zombie += 4;
						zombie_generator(tab_z, Vector2f((tab_wall[0].getPosition().x + rand() % ((int)tab_wall[0].getGlobalBounds().width + 1)), (tab_wall[0].getPosition().y + tab_wall[0].getGlobalBounds().height)), tekstura_z, runda, tab_wall[8].getPosition());
						zombie_generator(tab_z, Vector2f((tab_wall[1].getPosition().x + rand() % ((int)tab_wall[1].getGlobalBounds().width + 1)), (tab_wall[1].getPosition().y + tab_wall[1].getGlobalBounds().height)), tekstura_z, runda, tab_wall[9].getPosition());
						zombie_generator(tab_z, Vector2f((tab_wall[2].getPosition().x + tab_wall[2].getGlobalBounds().width), (tab_wall[2].getPosition().y + rand() % ((int)tab_wall[2].getGlobalBounds().height + 1))), tekstura_z, runda, tab_wall[10].getPosition());
						zombie_generator(tab_z, Vector2f((tab_wall[3].getPosition().x + tab_wall[3].getGlobalBounds().width), (tab_wall[3].getPosition().y + rand() % ((int)tab_wall[3].getGlobalBounds().height + 1))), tekstura_z, runda, tab_wall[11].getPosition());
						
						/*zombie_generator(tab_z, Vector2f((tab_wall[0].getPosition().x + rand() % ((int)tab_wall[0].getGlobalBounds().width + 1)), (tab_wall[0].getPosition().y + tab_wall[0].getGlobalBounds().height)), tekstura_z, runda, Vector2f(0,0));
						zombie_generator(tab_z, Vector2f((tab_wall[1].getPosition().x + rand() % ((int)tab_wall[1].getGlobalBounds().width + 1)), (tab_wall[1].getPosition().y + tab_wall[1].getGlobalBounds().height)), tekstura_z, runda, Vector2f(0,0));
						zombie_generator(tab_z, Vector2f((tab_wall[2].getPosition().x + tab_wall[2].getGlobalBounds().width), (tab_wall[2].getPosition().y + rand() % ((int)tab_wall[2].getGlobalBounds().height + 1))), tekstura_z, runda, Vector2f(0,0));
						zombie_generator(tab_z, Vector2f((tab_wall[3].getPosition().x + tab_wall[3].getGlobalBounds().width), (tab_wall[3].getPosition().y + rand() % ((int)tab_wall[3].getGlobalBounds().height + 1))), tekstura_z, runda, Vector2f(0,0));
*/
						}
						/*else
						{
							generated_zombie += 4;
							zombie_generator(tab_z, Vector2f((tab_wall[4].getPosition().x + rand() % ((int)tab_wall[4].getGlobalBounds().width + 1)), (tab_wall[4].getPosition().y + tab_wall[4].getGlobalBounds().height)), tekstura_z, runda);
							zombie_generator(tab_z, Vector2f((tab_wall[5].getPosition().x + rand() % ((int)tab_wall[5].getGlobalBounds().width + 1)), (tab_wall[5].getPosition().y + tab_wall[5].getGlobalBounds().height)), tekstura_z, runda);
							zombie_generator(tab_z, Vector2f((tab_wall[6].getPosition().x + tab_wall[6].getGlobalBounds().width), (tab_wall[6].getPosition().y + rand() % ((int)tab_wall[6].getGlobalBounds().height + 1))), tekstura_z, runda);
							zombie_generator(tab_z, Vector2f((tab_wall[7].getPosition().x + tab_wall[7].getGlobalBounds().width), (tab_wall[7].getPosition().y + rand() % ((int)tab_wall[7].getGlobalBounds().height + 1))), tekstura_z, runda);
						}*/
					
					
			}
		
			
			
		
		

		view.setCenter(gracz.body.getPosition()); //gracz ca³y czas w centrum widoku
		

		x = (float)Mouse::getPosition(okno).x+view.getCenter().x-1280/2, y = (float)Mouse::getPosition(okno).y+view.getCenter().y-720/2; //zapisanie pozycji myszy wzglêdem lewgo górnego rogu widoku
		
		celownik.setPosition(x, y); //przypisanie pozycji celownika 

		angle = (float)atan2((float)(y - gracz.body.getPosition().y), (float)(x - gracz.body.getPosition().x)) * 180.0f / (float)M_PI - 90.0f; //zapisanie k¹t miêdzy œrodkiem ekranu a pozycj¹ myszy
		gracz.body.setRotation(angle);		//obrócenie gracza w kierunku myszy
		
		cout <<x << " | "<< y << endl;
		
		/////////////////////////////
		if (tab_p.size() != 30)				//wype³nienie tablicy pozycjami gracza z ostatnich stu klatek (czyli 1 sekundy)
		tab_p.push_back(gracz.body.getPosition());

		if (tab_p.size() == 30)
		{	
			tab_p.pop_front();
			tab_p.push_back(gracz.body.getPosition());
		}
		///////////////////////////////
		
		while (okno.pollEvent(event))
		{

			if (event.type == Event::Closed || event.type == Event::KeyPressed &&
				event.key.code == Keyboard::Escape)
				menu = true;
			
			//if (event.type == Event::MouseButtonPressed && Mouse::isButtonPressed(Mouse::Right))//stworzenie zombie i dodanie go do tablicy
			//{

			//	Zombie zombie(x, y, tekstura_z,rand()%51+50, 1+runda);
			//	tab_z.push_back(zombie);

			//}
			if (wsk_gun==&pistol) {
				if (event.type == Event::MouseButtonPressed && Mouse::isButtonPressed(Mouse::Left))//stworzenie pocisku i dodanie go do tablicy
				{
					if (wsk_gun->magazynek == 0)
					{
						sound_ammo_out.play();
						if (wsk_gun->bulletsLeft != 0 && !wsk_gun->reload_demand&& !wsk_gun->reloading)
						{
							sound_reload.play();
							wsk_gun->reload_demand = true;
						}
					}
					else if (!wsk_gun->reloading)
					{
						sound.play();
						wsk_gun->shoot(gracz.body.getPosition());


						wsk_gun->magazynek--;

					}
					else {
						sound_ammo_out.play();
					}
				}
			}
			
		
				if (event.type == Event::MouseButtonPressed && Mouse::isButtonPressed(Mouse::Left) && (wsk_gun->magazynek == 0 || wsk_gun->reloading || wsk_gun->reload_demand))
					sound_ammo_out.play();
			

			
				if (event.type == Event::KeyPressed && event.key.code == Keyboard::R && wsk_gun->bulletsLeft != 0 && wsk_gun->magazynek != wsk_gun->magazynekSize &&!wsk_gun->reloading&& !wsk_gun->reload_demand)
				{
					wsk_gun->reload_demand = true;
					sound_reload.play();
				}

				if (event.type == Event::KeyPressed && event.key.code == Keyboard::Num1)
				{ 
					wsk_gun = &pistol;
					//buffer = wsk_gun->shot;
				}
				if (event.type == Event::KeyPressed && event.key.code == Keyboard::Num2) 
				{
					wsk_gun = &ak_47;
					//buffer = wsk_gun->shot;
				}
			if (event.type == Event::KeyPressed && event.key.code == Keyboard::Up)view.zoom(1.2f);
			if (event.type == Event::KeyPressed && event.key.code == Keyboard::Down)view.zoom(1.0f/1.2f);
			
		}
		/////// strza³ pistoletem
		

		if (wsk_gun != &pistol) {
			if (wsk_gun->fire_timer.getElapsedTime().asSeconds() >= wsk_gun->fireRate) {
				if (Mouse::isButtonPressed(Mouse::Left))//stworzenie pocisku i dodanie go do tablicy
				{
					if (wsk_gun->magazynek == 0)
					{

						if (wsk_gun->bulletsLeft != 0 && !wsk_gun->reload_demand&& !wsk_gun->reloading)
						{
							sound_reload.play();
							wsk_gun->reload_demand = true;
						}
					}
					else if (!wsk_gun->reloading)
					{
					sound.play();
						wsk_gun->shoot(gracz.body.getPosition());


						wsk_gun->magazynek--;


					}
					/*else {
						sound_ammo_out.play();
					}*/
				}
				wsk_gun->fire_timer.restart();
			}
			
		}
		wsk_gun->update(angle, czas, gracz.body.getPosition());

		if(!tab_z.empty())//zombie update
		{
			for (int i = 0; i < tab_z.size(); i++)
				tab_z[i].update(gracz.body.getPosition(), czas,tab_p[0]);
		}
		//if (!tab.empty())//obrócenie zombie w kierunku pozycji gracz z przed sekundy
		//{
		//	for (int i = 0; i < tab.size(); i++)
		//		tab[i].rotate();
		//}
	
		
		
		//////////////////////////////////////kolizja
		
		// kolizja zombie-gracz	
			for (int i = 0; i < tab_z.size(); i++)
			{
				//if(gracz.body.getGlobalBounds().intersects(tab_z[i].body.getGlobalBounds()))
				if (Collision::PixelPerfectTest(gracz.body, tab_z[i].body))
				{
					tab_z[i].collidesWithPlayer = true;
					if ((tab_z[i].body.getPosition().y > gracz.body.getPosition().y >0) || (gracz.body.getPosition().y <tab_z[i].body.getPosition().y <0))
					{
						gracz.canMoveDown = false;
						//gracz.body.move(0, -1);
					}

					if ((gracz.body.getPosition().y >tab_z[i].body.getPosition().y >0) || (tab_z[i].body.getPosition().y < gracz.body.getPosition().y <0))
					{
					
						gracz.canMoveUP = false;
						//gracz.body.move(0, 1);
					}
					
					 if ((tab_z[i].body.getPosition().x > gracz.body.getPosition().x >0)||(gracz.body.getPosition().x <tab_z[i].body.getPosition().x <0))
					{
						gracz.canMoveRight = false;
						//gracz.body.move(-1, 0);
						
					}
					
					 if ((gracz.body.getPosition().x >tab_z[i].body.getPosition().x >0)||(tab_z[i].body.getPosition().x < gracz.body.getPosition().x <0))
					{
						gracz.canMoveLeft = false;
						//gracz.body.move(1, 0);
					}
					
					
					if (zombie_player_collisionTimer.getElapsedTime().asSeconds() >= 0.5) {
						zombie_player_collisionTimer.restart();
					
						sound_bite.play();
						//cout << gracz.healthPoints << endl;
						if (tab_z[i].healthPoints < 3)tab_z[i].body.setTexture(tekstura_zombie_full);
						else tab_z[i].body.setTexture(tekstura_zombie_aa);
						tab_z[i].haveAttacked = true;
						gracz.healthPoints--;
						if (gracz.healthPoints == 0)
						{
							menu = true;
						}
						break;
					}
				}
				else tab_z[i].collidesWithPlayer = false;
			}
		
			// kolizja zombie-zombie
		if (!tab_z.empty())
		{
			for (int i = 0; i < tab_z.size(); i++)
			{
				for (int j = 0; j < tab_z.size(); j++)
				{
					if (i != j)
					{	
						//if (tab_z[j].body.getGlobalBounds().intersects( tab_z[i].body.getGlobalBounds()))
						if (Collision::PixelPerfectTest(tab_z[j].body, tab_z[i].body))
						{
							if (fabs(tab_z[i].body.getPosition().x - gracz.body.getPosition().x) + fabs(tab_z[i].body.getPosition().y - gracz.body.getPosition().y)
				>fabs(tab_z[j].body.getPosition().x - gracz.body.getPosition().x) + fabs(tab_z[j].body.getPosition().y - gracz.body.getPosition().y))
							{
								tab_z[i].collide_parameter = 0;
								tab_z[j].collide_parameter = 1.2;

							}
							else
							{
								tab_z[j].collide_parameter = 0;
								tab_z[i].collide_parameter = 1.2;
							}
							tab_z[i].col_in = true;
							tab_z[j].col_in = true;
							break;
						}


					}

				}
			}


		}
		// kolizja gracz-œciana
		if (tab_wall[4].getGlobalBounds().intersects(gracz.body.getGlobalBounds()))
		{
			gracz.canMoveUP = false;

			sprint = 1;
			//vx = 0;
			//gracz.body.move(0, 1);
			//gracz.canMoveUP = true;
		}
	
		if (tab_wall[5].getGlobalBounds().intersects(gracz.body.getGlobalBounds()))
		{
			sprint = 1;
			gracz.canMoveDown = false;
			//vx = 0;
			//gracz.body.move(0, -1); 
			//gracz.canMoveDown = true;
		}
	 
		if (tab_wall[6].getGlobalBounds().intersects(gracz.body.getGlobalBounds()))
		{
			sprint = 1;
			gracz.canMoveLeft = false;
			//vy = 0;
			//gracz.body.move(1, 0);
			//gracz.canMoveRight = true;
		}
		  
		if (tab_wall[7].getGlobalBounds().intersects(gracz.body.getGlobalBounds()))
		{
			sprint = 1;
			gracz.canMoveRight= false;
			//vy = 0;
			//gracz.body.move(-1, 0);
			//gracz.canMoveLeft = true;
		}
		 

		
		///////////kolizja zombie pocisk
		
			if (!tab_z.empty() && !wsk_gun->bullets_fired.empty())				//zniszczenie pocisku i zombie w przypadku kolizji
			{
				for (int i = 0; i < wsk_gun->bullets_fired.size(); i++)
				{
					for (int j = 0; j < tab_z.size(); j++)
					{
						if (wsk_gun->bullets_fired[i].body.getGlobalBounds().intersects(tab_z[j].body.getGlobalBounds()))
						{
							sound_hit.play();

							bullet_destroy(wsk_gun->bullets_fired, i);

							Blood krew(tekstura_bl, tab_z[j].body.getPosition());
							krew.body.setRotation((rand() % 360) + 1);
							tab_bl.push_back(krew);

							tab_z[j].healthPoints--;
							if (tab_z[j].healthPoints == 1)
							{
								tab_z[j].setSpeed(80.0f);
								if (tab_z[j].haveAttacked == true)tab_z[j].body.setTexture(tekstura_zombie_full);
								else tab_z[j].body.setTexture(tekstura_zombie_bl);
							}
							if (tab_z[j].healthPoints == 0)
							{	//œmieræ zombie
								Corps corpses(tekstura_corps, tab_z[j].body.getPosition(), tab_z[j].rotate_angle);
								tab_corps.push_back(corpses);
								if (tab_z[j].isInside)
								{
									Ammo_Pickup am(tekstura_ammo, tab_z[j].body.getPosition());
									Hp_Pickup hp(tekstura_hp, tab_z[j].body.getPosition());
									switch (rand() % 10)
									{
									case 0:
										tab_am.push_back(am);
										break;
									case 1:
										tab_am.push_back(am);
										break;
							


									case 5:
										if (gracz.healthPoints < 5)tab_hp.push_back(hp);
										break;

									}
								}
								tab_z[j] = tab_z[tab_z.size() - 1];
								tab_z.pop_back();
								zombies_killed_in_round++;

							}

							break;
						}


					}
				}
			}
		
		//kolizja gracz-ammo_pickup
		for (int i = 0; i < tab_am.size(); i++)
		{
			if (gracz.body.getGlobalBounds().intersects(tab_am[i].body.getGlobalBounds()))
			{	
				ammo_collect.play();
				
					wsk_gun->bulletsLeft += tab_am[i].add_ammo;
				
				ammo_destroy(tab_am, i);
			}
		}

		//kolizja gracz-hp_pickup
		for (int i = 0; i < tab_hp.size(); i++)
		{
			if (gracz.body.getGlobalBounds().intersects(tab_hp[i].body.getGlobalBounds()))
			{
				
				if (gracz.healthPoints + tab_hp[i].add_hp <= 5)
				{
					health_collect.play();
					gracz.healthPoints += tab_hp[i].add_hp;
					hp_destroy(tab_hp, i);
				}
			}
		}
		////////////////////////////////////////
		for (int j = 4; j < tab_wall.size()-4;j++)
		for (int i = 0; i < wsk_gun->bullets_fired.size(); i++)
		{

			if (wsk_gun->bullets_fired[i].body.getGlobalBounds().intersects(tab_wall[j].getGlobalBounds()))
				bullet_destroy(wsk_gun->bullets_fired, i);
		}
		for (int j = 8; j < tab_wall.size(); j++)
			for (int i = 0; i < tab_z.size(); i++)
				if (tab_z[i].body.getGlobalBounds().intersects(tab_wall[j].getGlobalBounds()))tab_z[i].isInside = true;

			for (int i = 0; i < wsk_gun->bullets_fired.size(); i++)
			{
				if (wsk_gun->bullets_fired[i].onCreate_clock.getElapsedTime().asSeconds() >= wsk_gun->bullets_fired[i].lifeTime)
				{
					bullet_destroy(wsk_gun->bullets_fired, i);
				}
			}
		
		for (int i = 0; i < tab_bl.size(); i++)
		{
			if (tab_bl[i].onCreate_clock.getElapsedTime().asSeconds() >= tab_bl[i].lifeTime)
			{
				blood_destroy(tab_bl, i);
			}
		}
		for (int i = 0; i < tab_corps.size(); i++)
		{
			if (tab_corps[i].onCreate_clock.getElapsedTime().asSeconds() >= tab_corps[i].lifeTime)
			{
				corps_destroy(tab_corps, i);
			}
		}
		
		for(int i = 0; i < tab_am.size(); i++)
		{
			if (tab_am[i].onCreate_clock.getElapsedTime().asSeconds() >= tab_am[i].lifeTime)
			{
				ammo_destroy(tab_am, i);
			}
		}
		
		for (int i = 0; i < tab_hp.size(); i++)
		{
			if (tab_hp[i].onCreate_clock.getElapsedTime().asSeconds() >= tab_hp[i].lifeTime)
			{
				hp_destroy(tab_hp, i);
			}
		}
		
		///////////////////////////////////////////
		 
			interfejs(gracz.healthPoints, wsk_gun->bulletsLeft, hp, bullets_Left, view.getCenter(), wsk_gun->magazynek, runda, round, max_zombie_per_round - zombies_killed_in_round, licznik_zombie, 
				gun_name, wsk_gun->name, sprint_ui, isSprint&&(tab_p[0]!=gracz.body.getPosition()), czas);
		
		okno.setView(view);
		okno.clear();
		//cout << "Up: " << gracz.canMoveUP << " | Down: " << gracz.canMoveDown << " | Left: " << gracz.canMoveLeft << " | Right: " << gracz.canMoveRight << endl;
		/////////////////////////////////////////////////////
		gracz.input(vx, vy);
		if (Keyboard::isKeyPressed(Keyboard::LShift) && canSprint)
		{
			if (sprint_ui.getSize().x < 1) {
				canSprint = false;
			}
			sprint = 1.5;
			isSprint = true;
		}
		else
		{
			if (sprint_ui.getSize().x >15) {
				canSprint = true;
			}
			sprint = 1;
			isSprint = false;
		}
		//////////////////////////////////////
		//	ruch //

		
		gracz.ruch(czas, vx, vy, sprint);
	

		/*if (!tab_z.empty())
		{

			for (int i = 0; i < tab_z.size(); i++)
			{

				tab_z[i].ruch(tab_p[0], czas);
			}
		}*/

		
		////////////////////////////////
		okno.draw(map);		
		//rysowanie
	
		okno.draw(floor);
			if (!wsk_gun->bullets_fired.empty())
			{
				for (int i = 0; i <wsk_gun->bullets_fired.size(); i++)
					if (!gracz.body.getGlobalBounds().intersects(wsk_gun->bullets_fired[i].body.getGlobalBounds()))
					okno.draw(wsk_gun->bullets_fired[i].body);
			}
		
		if (!tab_bl.empty())
		{
			for (int i = 0; i < tab_bl.size(); i++)
			{
				
				okno.draw(tab_bl[i].body);
				//okno.draw(tab_bl[i].rect);
			}
		}
		if (!tab_corps.empty())
		{
			for (int i = 0; i < tab_corps.size(); i++)
				okno.draw(tab_corps[i].body);
		}
		if (!tab_am.empty())
		{

			for (int i = 0; i < tab_am.size(); i++)
			{
				if(tab_am[i].onCreate_clock.getElapsedTime().asSeconds() < tab_am[i].lifeTime-8.0f)
				okno.draw(tab_am[i].body);
				if (tab_am[i].onCreate_clock.getElapsedTime().asSeconds() >= tab_am[i].lifeTime - 8.0f)
				{
					if (tab_am[i].onCreate_clock.getElapsedTime().asMilliseconds() % 500 >= 0 && tab_am[i].onCreate_clock.getElapsedTime().asMilliseconds() % 500 <= 125) {
						//nie rysij
					}
					else okno.draw(tab_am[i].body);

				}
			}
		}
		if (!tab_hp.empty())
		{

			for (int i = 0; i < tab_hp.size(); i++)
			{
				if (tab_hp[i].onCreate_clock.getElapsedTime().asSeconds() < tab_hp[i].lifeTime - 8.0f)
					okno.draw(tab_hp[i].body);
				if (tab_hp[i].onCreate_clock.getElapsedTime().asSeconds() >= tab_hp[i].lifeTime - 8.0f)
				{
					if (tab_hp[i].onCreate_clock.getElapsedTime().asMilliseconds() % 500 >= 0 && tab_hp[i].onCreate_clock.getElapsedTime().asMilliseconds() % 500 <= 125) {
						//nie rysij
					}
					else okno.draw(tab_hp[i].body);

				}
			}
		}
		if (!tab_z.empty())
		{
			for (int i = 0; i < tab_z.size(); i++)
				okno.draw(tab_z[i].body);
		}
		for (int i = 4; i < tab_wall.size(); i++)
		{
			okno.draw(tab_wall[i]);
		}
		okno.draw(celownik);
		okno.draw(gracz.body);
		//okno.draw(gracz.point);
		okno.draw(wsk_gun->body);

		okno.draw(hp);
		okno.draw(bullets_Left);
		okno.draw(round);
		okno.draw(licznik_zombie);
		okno.draw(gun_name);
		okno.draw(sprint_ui);
		//////////////////////////////////

		View view = okno.getDefaultView();
		okno.display();
		
		czas = zegar.getElapsedTime();
		zegar.restart();

	}
	


}
예제 #9
0
// draws health bars, buff icons, main background
void drawGameWindow(RenderWindow& window, Player& human, Player& computer) {

	Sprite background;
	background.setTexture(backgroundTexture);
	window.draw(background);

	RectangleShape humanHealth;			// used to cover up buffs
	RectangleShape computerHealth;		// that aren't in effect
	RectangleShape humanResources;
	RectangleShape computerResources;
	RectangleShape iconCovers[8];

	for (int i = 0; i < 8; i++) {
		iconCovers[i].setFillColor(Color(0, 0, 0, 191));
		iconCovers[i].setSize(Vector2f(91, 27));
	}

	iconCovers[0].setPosition(Vector2f(3, 328));
	iconCovers[1].setPosition(Vector2f(3, 372));
	iconCovers[2].setPosition(Vector2f(3, 416));
	iconCovers[3].setPosition(Vector2f(3, 460));
	iconCovers[4].setPosition(Vector2f(705, 328));
	iconCovers[5].setPosition(Vector2f(705, 372));
	iconCovers[6].setPosition(Vector2f(705, 416));
	iconCovers[7].setPosition(Vector2f(705, 460));

	humanHealth.setSize(Vector2f(386, 45));
	humanHealth.setPosition(Vector2f(13, 13));
	humanHealth.setFillColor(Color::Black);
	humanHealth.setScale(Vector2f(1 - float(human.currentHealth) / human.totalHealth, 1));

	computerHealth.setOrigin(Vector2f(386, 0));
	computerHealth.setSize(Vector2f(386, 45));
	computerHealth.setPosition(Vector2f(787, 13));
	computerHealth.setFillColor(Color::Black);
	computerHealth.setScale(Vector2f(1 - float(computer.currentHealth) / computer.totalHealth, 1));

	humanResources.setSize(Vector2f(199, 32));
	humanResources.setPosition(Vector2f(200, 86));
	humanResources.setFillColor(Color::Black);
	humanResources.setScale(Vector2f(1 - float(human.currentResources) / human.totalResources, 1));

	computerResources.setOrigin(Vector2f(199, 0));
	computerResources.setSize(Vector2f(199, 32));
	computerResources.setPosition(Vector2f(600, 86));
	computerResources.setFillColor(Color::Black);
	computerResources.setScale(Vector2f(1 - float(computer.currentResources) / computer.totalResources, 1));

	if (human.shield.empty()) window.draw(iconCovers[0]);
	if (human.stun.empty()) window.draw(iconCovers[1]);
	if (human.damageBuff.empty()) window.draw(iconCovers[2]);
	if (human.damageDebuff.empty()) window.draw(iconCovers[3]);
	if (computer.shield.empty()) window.draw(iconCovers[4]);
	if (computer.stun.empty()) window.draw(iconCovers[5]);
	if (computer.damageBuff.empty()) window.draw(iconCovers[6]);
	if (computer.damageDebuff.empty()) window.draw(iconCovers[7]);

	window.draw(humanResources);
	window.draw(computerResources);
	window.draw(humanHealth);
	window.draw(computerHealth);
}
예제 #10
0
파일: main.cpp 프로젝트: in0x/go_on_proto
int main(int argc, char** argv)
{
	RenderWindow window(sf::VideoMode(W_WIDTH,W_HEIGHT),"Hello",sf::Style::Close);
		
	View view{ FloatRect{0,0,V_WIDTH,V_HEIGHT} };
	View defaultView = View{ FloatRect{ 0,0, 1600, 1200 } };

	//window.setView(view);

	Physics physics{ {0.f, 9.8f}, 10.f };

	//LightMap lights{view};
	LightMap lights{ defaultView };

	auto playerLight = lights.createLight("../assets/lightmask.png", 400, 370, 3.f);

	//lights.createLight("../assets/lightmask.png", 200, 100, 3.f);

	Clock clock;

	physics.spawnStaticBox(40.f, 60.f, 800.f, 40.f);
	physics.spawnStaticBox(80.f, 110.f, 800.f, 40.f);
	
	auto pPlayerBody = physics.spawnDynamicCircle(3.f, 400.f, 0.f);
	
	Texture tex;
	tex.loadFromFile("../assets/tile.png");
	tex.setSmooth(true);

	Shader blendShader;

	if (!blendShader.loadFromFile("../src/test.frag", Shader::Fragment))
		std::cout << "Failed to load blend fragment shader" << std::endl;

	Texture playerTex;
	playerTex.loadFromFile("../assets/player.png");
	playerTex.setSmooth(true);

	sf::Event ev;

	Texture worldTex;
	worldTex.create(W_WIDTH, W_HEIGHT);
	Sprite displaySprite;

	Font font;
	font.loadFromFile("../assets/kenney_bold.ttf");

	Text framerate;
	framerate.setFont(font);
	framerate.setCharacterSize(40);
	framerate.setPosition(1100, 200);
	framerate.setColor(sf::Color::White);

	while (window.isOpen())
	{
		while (window.pollEvent(ev))
		{
			if (ev.type == Event::Closed)
			{
				window.close();
			}

			if (ev.type == Event::KeyPressed)
			{
				if (ev.key.code == sf::Keyboard::Left)
				{	
					if (pPlayerBody->GetLinearVelocity().x - (MS_X / 100) > -(2 * MS_X / 100))
						pPlayerBody->ApplyForceToCenter({-MS_X, 0.f},true);
					else
						pPlayerBody->ApplyForceToCenter({ -(2 * MS_X / 100) - pPlayerBody->GetLinearVelocity().x , 0.f }, true);
				}

				if (ev.key.code == sf::Keyboard::Right)
				{
					if (pPlayerBody->GetLinearVelocity().x + (MS_X / 100) < (2 * MS_X / 100))
						pPlayerBody->ApplyForceToCenter({ MS_X, 0.f }, true);
					else
						pPlayerBody->ApplyForceToCenter({ (2 * MS_X / 100) - pPlayerBody->GetLinearVelocity().x , 0.f }, true);
				}

				if (ev.key.code == sf::Keyboard::Space)
				{
					if (pPlayerBody->GetLinearVelocity().y + (MS_X / 100)  < (2 * MS_X / 100))
						pPlayerBody->ApplyForceToCenter({ 0.f, -MS_X * 2 }, true);
					//else
						//pPlayerBody->ApplyForceToCenter({ 0.f, (3 * MS_X / 100) - pPlayerBody->GetLinearVelocity().y }, true);
				}
			}

			if (ev.type == Event::JoystickButtonPressed)
			{
				std::cout << ev.joystickButton.button << std::endl;
			}

			if (ev.type == Event::JoystickMoved)
			{
				std::cout << ev.joystickMove.axis << std::endl;
			}
		}

		physics.step(1.f / 30.f);
		
		window.clear();

		auto playerPos = pPlayerBody->GetPosition();
		view.setCenter(SCALE * playerPos.x, SCALE * playerPos.y);
		//window.setView(view);

		auto lightSize = playerLight->getSprite().getTexture()->getSize();

		// 3.f is the player body radius
		playerLight->setPosition(
			playerPos.x * SCALE - lightSize.x - 3.f * SCALE * 2
			, playerPos.y * SCALE - lightSize.y - 3.f * SCALE * 2);

		auto bodyIt = physics.getBodyList();

		//lights.updateView(view);
		lights.render();

		while (bodyIt != nullptr)
		{
			auto pos = bodyIt->GetPosition();

			if (bodyIt->GetType() == b2_dynamicBody)
			{
				CircleShape sprite;
							
				sprite.setTexture(&playerTex);

				auto playerShape = *(b2CircleShape*)(bodyIt->GetFixtureList()->GetShape());

				sprite.setRadius(playerShape.m_radius * SCALE);
				
				sprite.setOrigin(playerShape.m_radius * SCALE, playerShape.m_radius * SCALE);
				
				sprite.setPosition(SCALE * pos.x, SCALE * pos.y);

				sprite.setRotation(bodyIt->GetAngle() * 180 / b2_pi);
				
				window.draw(sprite);
			}

			else // ground
			{
				RectangleShape sprite;
				
				sprite.setSize({800.f, 40.f});
				
				sprite.setOrigin(400, 20);

				sprite.setPosition(pos.x * SCALE, pos.y * SCALE);

				sprite.setRotation(bodyIt->GetAngle() * 180 / b2_pi);

				sprite.setTexture(&tex);

				window.draw(sprite);
			}
			
			bodyIt = bodyIt->GetNext();
		}

		window.draw(Sprite{ lights.getLightMapTexture() }, BlendMultiply);

		float frameTime = 1.f / clock.getElapsedTime().asSeconds();
		clock.restart();
		framerate.setString(std::to_string((int)frameTime) + " fps");

		window.draw(framerate);

		window.display();
	}
}
예제 #11
0
파일: game1.cpp 프로젝트: elsuizo/SFML_work
// function for initialize a shapes
void initShape(RectangleShape& shape, Vector2f const& pos, Color const& color )
{
    shape.setFillColor(color);
    shape.setPosition(pos);
    shape.setOrigin(shape.getSize() * 0.5f); // the center of rectangle
}