void ConstructSideShape(sf::ConvexShape &shape, const int side, const int numSides, const double in, const double out) { shape.setPointCount(4); shape.setPoint(0, sf::Vector2f(in * cos( (side*2*M_PI)/numSides ), in * sin( (side*2*M_PI)/numSides ))); shape.setPoint(1, sf::Vector2f(out * cos( (side*2*M_PI)/numSides ), out * sin( (side*2*M_PI)/numSides ))); shape.setPoint(2, sf::Vector2f(out * cos( ((side+1)*2*M_PI)/numSides ), out * sin( ((side+1)*2*M_PI)/numSides ))); shape.setPoint(3, sf::Vector2f(in * cos( ((side+1)*2*M_PI)/numSides ), in * sin( ((side+1)*2*M_PI)/numSides ))); }
Shell(cpVect pos, cpVect vel, float angle) { cpVect vl[4] = {cpv(0, 0), cpv(0.1, 0), cpv(0.07, 0.3), cpv(0.03, 0.3)}; int vn = sizeof(vl)/sizeof(cpVect); float mass = cpAreaForPoly(vn, vl, 0) * shell_density; float moi = cpMomentForPoly(mass, vn, vl, cpv(0, 0), 0); body = cpBodyNew(mass, moi); cpshape = cpPolyShapeNew(body, vn, vl, cpTransformIdentity, 0); cpShapeSetFriction(cpshape, 0.9); cpVect centroid = cpCentroidForPoly(vn, vl); shape.setPointCount(vn); for (int i = 0; i < vn; i++) { shape.setPoint(i, sf::Vector2f(vl[i].x, vl[i].y)); } cpBodySetCenterOfGravity(body, centroid); cpBodySetPosition(body, pos-centroid); cpBodySetVelocity(body, vel); cpBodySetAngle(body, angle); cpShapeSetCollisionType(cpshape, 2); cpShapeSetUserData(cpshape, this); }
static void assignShape(sf::ConvexShape & shape, std::vector<sf::Vector2f> const& points) { const unsigned pointCount = unsigned(points.size()); shape.setPointCount(pointCount); for (unsigned i = 0; i < pointCount; ++i) { shape.setPoint(i, points[i]); } }
void init_polygon(cargo& ball) { const sf::Vector2f position{ball.get_position()}; const float mult{0.33f}; assert(mult > 0.0f); const sf::FloatRect image_bounds{ball.get_sizes()}; const float width{mult*image_bounds.width}; const float height{mult*image_bounds.height}; m_polygon.setPointCount(3); m_polygon.setPoint(0, position + sf::Vector2f(width, height)); m_polygon.setPoint(1, position + sf::Vector2f(width, -height)); m_polygon.setPoint(2, position + sf::Vector2f(-width, height)); m_polygon.setFillColor(m_light_cyan); }
Ship(int vn, cpVect* vl, cpVect pos, Genome* ng = 0) { float mass = cpAreaForPoly(vn, vl, 0) * ship_density; float moi = cpMomentForPoly(mass, vn, vl, cpv(0, 0), 0); body = cpBodyNew(mass, moi); cpshape = cpPolyShapeNew(body, vn, vl, cpTransformIdentity, 0); cpShapeSetFriction(cpshape, 0.9); cpVect centroid = cpCentroidForPoly(vn, vl); shape.setPointCount(vn); for (int i = 0; i < vn; i++) { shape.setPoint(i, sf::Vector2f(vl[i].x, vl[i].y)); } cpBodySetCenterOfGravity(body, centroid); cpBodySetPosition(body, pos-centroid); cpBodySetVelocity(body, cpv(0, 0)); cpShapeSetCollisionType(cpshape, 1); cpShapeSetUserData(cpshape, this); last_fired = 0; nose_angle = PI/2; player = false; target = 0; score = 0; if (ng == 0) { Genome* braingenome = mutate(readgenome("shipmind.mind")); brain = braingenome->makenetwork(); delete braingenome; } else { brain = ng->makenetwork(); } score = 0; }
int main(int argc, char** argv) { sf::RenderWindow window(sf::VideoMode(1000, 1000), "Physics Game!"); delete world; CreateWorld(); int currentLevel = 1; #pragma region Background Graphics // Load the background images, create a sprite and assign the image. // Sky sf::Texture backgroundTexture; backgroundTexture.loadFromFile("assets/Sky.png"); backgroundTexture.setSmooth(true); backgroundTexture.setRepeated(true); sf::Sprite background; background.setPosition(0,0); background.setScale((float)window.getSize().x,1.0f); background.setTexture(backgroundTexture); // Sun sf::Texture sunTexture; sunTexture.loadFromFile("assets/Sun.png"); sunTexture.setSmooth(true); sunTexture.setRepeated(true); sf::Sprite sun; sun.setPosition((window.getSize().x - (250*0.6f)) - window.getSize().x * 0.1f , 100); sun.setScale(0.6f,0.6f); sun.setTexture(sunTexture); // Cloud sf::Texture cloud1Texture; cloud1Texture.loadFromFile("assets/Cloud1.png"); cloud1Texture.setSmooth(true); cloud1Texture.setRepeated(false); sf::Sprite cloud1; cloud1.setPosition(window.getSize().x*0.15f,80); cloud1.setScale(1.0f,1.0f); cloud1.setTexture(cloud1Texture); // Hills sf::Texture hillsTexture; hillsTexture.loadFromFile("assets/Hills.png"); hillsTexture.setSmooth(false); hillsTexture.setRepeated(true); sf::Sprite hills1; hills1.setPosition(0,(float)window.getSize().y - 184); hills1.setScale(1.0f ,1.0f); hills1.setTexture(hillsTexture); sf::Sprite hills2; hills2.setPosition(766,(float)window.getSize().y - 184); hills2.setScale(1.0f,1.0f); hills2.setTexture(hillsTexture); sf::Sprite hills3; hills3.setPosition(766*2,(float)window.getSize().y - 184); hills3.setScale(1.0f,1.0f); hills3.setTexture(hillsTexture); #pragma endregion // Prepare for simulation. Typically we use a time step of 1/60 of a // second (60Hz) and 10 iterations. This provides a high quality simulation // in most game scenarios. float32 timeStep = 1.0f / 30.0f; int32 velocityIterations = 8; int32 positionIterations = 3; std::vector<shape> lines; sf::Texture wheel; wheel.loadFromFile("assets/Wheel.png"); wheel.setSmooth(true); sf::Texture bikeWheel; bikeWheel.loadFromFile("assets/BikeWheel.png"); bikeWheel.setSmooth(true); sf::Texture bikeFrame_t; bikeFrame_t.loadFromFile("assets/BikeFrame.png"); bikeFrame_t.setSmooth(true); #pragma region events while (window.isOpen()) { static sf::Clock deltaClock; sf::Time deltaTime = deltaClock.restart(); static float time; time += deltaTime.asSeconds() * 5; sf::Event event; while (window.pollEvent(event)) { // If the window is closed, close the SFML window switch (event.type) { case sf::Event::Closed: window.close(); break; // Resize window : set new size case sf::Event::Resized: window.setView(sf::View(sf::FloatRect(0.0f, 0.0f, (float)event.size.width, (float)event.size.height))); // Rescale and Reposition the background elements background.setScale((float)window.getSize().x,1.0f); sun.setPosition((window.getSize().x - (250*0.6f)) - window.getSize().x * 0.1f , 100); hills1.setPosition(0,(float)window.getSize().y - 184); hills2.setPosition(766,(float)window.getSize().y - 184); hills3.setPosition(766*2,(float)window.getSize().y - 184); break; case sf::Event::MouseButtonPressed: static bool pressed = false; static vector2 start,end; // When we click save the positions to a Vector2 if(event.mouseButton.button == sf::Mouse::Left) { //printf("%f - %f\n", (float)event.mouseButton.x, (float)event.mouseButton.y); // If we are drawing lines constantly, dont perform click drawing if(!pressed) { start.x = (float)event.mouseButton.x; start.y = (float)event.mouseButton.y; pressed = true; } else { end.x = (float)event.mouseButton.x; end.y = (float)event.mouseButton.y; if(start == end) { pressed = false; break; } // Create the SFML visual box based on click locations shape sf_shape = shape(start,end, 2); lines.push_back(sf_shape); vector2 center = center.GetCenter(start, end); // Create the Box2D physics box. static b2FixtureDef myFixture; static b2BodyDef myBody; myBody.type = b2_staticBody; myBody.position.Set(center.x, center.y); b2Body* body = world->CreateBody(&myBody); b2Vec2 vertices[4]; // Caluclate the positions of the Box2D Verts sf_shape.Box2DVertPos(); vertices[0].Set(sf_shape.a.x * SCALE -start.x*0.5f, sf_shape.a.y * SCALE -start.y*0.5f); vertices[3].Set(sf_shape.b.x * SCALE -start.x*0.5f, sf_shape.b.y * SCALE -start.y*0.5f); vertices[2].Set(sf_shape.c.x * SCALE -start.x*0.5f, sf_shape.c.y * SCALE -start.y*0.5f); vertices[1].Set(sf_shape.d.x * SCALE -start.x*0.5f, sf_shape.d.y * SCALE -start.y*0.5f); b2PolygonShape polyShape; polyShape.Set(vertices, 4); myFixture.shape = &polyShape; myFixture.density = 1; myFixture.friction = 1; body->CreateFixture(&myFixture); pressed = false; } } } } #pragma endregion if(currentLevel == 2) l1.Update(); #pragma region Keyboard_Input__Reset // RESET ALL if (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) { // Clear all SFML Lines lines.clear(); // Pause the game paused = true; // Reset the World delete world; LevelLoad(currentLevel); } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::R)) { // Reset the Level delete world; LevelLoad(currentLevel); // Recreate the physics on all the lines RecreateLines(lines); int x = 9; // Pause the game paused = true; } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Num1)) { // Clear all SFML Lines lines.clear(); // Pause the game paused = true; // Reset the World delete world; LevelLoad(1); currentLevel = 1; } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Num2)) { // Clear all SFML Lines lines.clear(); // Pause the game paused = true; // Reset the World delete world; LevelLoad(2); currentLevel = 2; } #pragma endregion #pragma region Pause static bool toggle = false; if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) { if(!toggle) { paused = !paused; toggle = true; } } else { toggle = false; } #pragma endregion if(time > 0.016f) { if(!paused) world->Step(time, velocityIterations, positionIterations); time = 0; } window.clear(); #pragma region BackgroundArt window.draw(background); window.draw(sun); window.draw(cloud1); window.draw(hills1); window.draw(hills2); window.draw(hills3); #pragma endregion #pragma region DrawSFML size_t size = 0; sf::ConvexShape cShape; cShape.setFillColor(sf::Color::Red); //This loops through every single body in the game world for(b2Body* b = world->GetBodyList(); b; b = b->GetNext()) { //This loops through every fixture in the current body for(b2Fixture* f = b->GetFixtureList(); f; f = f->GetNext()) { //This checks to see if the type of the fixture is a polygon, if it is then draw the polygon if(f->GetType() == b2Shape::e_polygon && currentLevel != 2) { // Create the convex shape static sf::ConvexShape cShape; cShape.setFillColor(sf::Color::Red); //Stores a pointer to the shape stored in the fixture b2PolygonShape* s = (b2PolygonShape*)f->GetShape(); //Get the amount of vertices stored in the shape size = s->GetVertexCount(); //Set the size of the object in SFML so it knows how many vertices the shape should have cShape.setPointCount(size); //Loop through the vertices and send them from Box2D to the SFML shape for(int i = 0; i < size; i++) { //Stores the current vertex in v b2Vec2 v = s->GetVertex(i); //Converts the vertex from its local space to where it is in the world cShape.setPoint(i, sf::Vector2f((b->GetWorldVector(v).x + b->GetPosition().x), (b->GetWorldVector(v).y + b->GetPosition().y))); } //Draws the shape onto the window window.draw(cShape); } else if ((f->GetType() == b2Shape::e_polygon && b->GetType() == b2_dynamicBody)) { static sf::Sprite bikeFrame; bikeFrame.setTexture(bikeFrame_t); bikeFrame.setPosition(f->GetBody()->GetPosition().x, f->GetBody()->GetPosition().y); bikeFrame.setScale(0.5f,0.5f); bikeFrame.setRotation(b->GetAngle() * 57.2957795f); bikeFrame.setOrigin(0,0); window.draw(bikeFrame); } else if (f->GetType() == b2CircleShape::e_circle) { // // Create A cricle to be drawn // static sf::CircleShape circle; // circle.setFillColor(sf::Color::Green); // //Stores a pointer to the shape stored in the fixture // b2PolygonShape* s = (b2PolygonShape*)f->GetShape(); // // Calculate the radius for the SFML circle // circle.setRadius(s->m_radius); // circle.setPosition(f->GetBody()->GetPosition().x - circle.getRadius(), f->GetBody()->GetPosition().y - circle.getRadius()); // window.draw(circle); b2PolygonShape* s = (b2PolygonShape*)f->GetShape(); static sf::Sprite sWheel; sWheel.setScale((s->m_radius*0.01)*2,(s->m_radius*0.01)*2); sWheel.setPosition (f->GetBody()->GetPosition().x, f->GetBody()->GetPosition().y); if(currentLevel == 1) sWheel.setTexture(wheel); if(currentLevel == 2) sWheel.setTexture(bikeWheel); sWheel.setOrigin(50,50); sWheel.setRotation(b->GetAngle() * 57.2957795f); window.draw(sWheel); } } } #pragma endregion #pragma region DrawClickedLines // draw all elements in line vector for(int i = 0; i != lines.size(); ++i) { static sf::VertexArray quad(sf::Quads, 4); quad[0].position = sf::Vector2f(lines[i].a.x, lines[i].a.y); quad[1].position = sf::Vector2f(lines[i].b.x, lines[i].b.y); quad[2].position = sf::Vector2f(lines[i].c.x, lines[i].c.y); quad[3].position = sf::Vector2f(lines[i].d.x, lines[i].d.y); for(int j = 0; j != quad.getVertexCount(); ++j) quad[j].color = sf::Color::Green; window.draw(quad); // Create shadows under all the lines static sf::VertexArray shadow(sf::Quads, 4); shadow[0].position = sf::Vector2f(lines[i].a.x, lines[i].a.y); shadow[1].position = sf::Vector2f(lines[i].b.x, lines[i].b.y); shadow[2].position = sf::Vector2f(lines[i].c.x, lines[i].c.y+80); shadow[3].position = sf::Vector2f(lines[i].d.x, lines[i].d.y+80); shadow[0].color = sf::Color::Color(0,0,0,80); shadow[1].color = sf::Color::Color(0,0,0,80); shadow[2].color = sf::Color::Color(0,0,0,0); shadow[3].color = sf::Color::Color(0,0,0,0); window.draw(shadow); } #pragma endregion #pragma region Play/Pause // Change the play and pause Icon on screen based on state if(!paused) { static sf::VertexArray play(sf::Triangles, 3); vector2 location(10,10); play[0].position = sf::Vector2f(0 +location.x, 0 +location.y); play[1].position = sf::Vector2f(20 +location.x, 15 +location.y); play[2].position = sf::Vector2f(0 +location.x, 30 +location.y); play[0].color = sf::Color::Green; play[1].color = sf::Color::Green; play[2].color = sf::Color::Green; window.draw(play); } else { static sf::VertexArray pause1(sf::Quads, 4); static sf::VertexArray pause2(sf::Quads, 4); vector2 location(10,10); pause1[0].position = sf::Vector2f(0 +location.x, 0 +location.y); pause1[1].position = sf::Vector2f(5 +location.x, 0 +location.y); pause1[2].position = sf::Vector2f(5 +location.x, 30 +location.y); pause1[3].position = sf::Vector2f(0 +location.x, 30 +location.y); pause1[0].color = sf::Color::Blue; pause1[1].color = sf::Color::Blue; pause1[2].color = sf::Color::Blue; pause1[3].color = sf::Color::Blue; pause2[0].position = sf::Vector2f(10 +location.x, 0 +location.y); pause2[1].position = sf::Vector2f(15 +location.x, 0 +location.y); pause2[2].position = sf::Vector2f(15 +location.x, 30 +location.y); pause2[3].position = sf::Vector2f(10 +location.x, 30 +location.y); pause2[0].color = sf::Color::Blue; pause2[1].color = sf::Color::Blue; pause2[2].color = sf::Color::Blue; pause2[3].color = sf::Color::Blue; window.draw(pause1); window.draw(pause2); } #pragma endregion window.display(); } return 0; }
void morph_polygon(sf::RenderWindow& window) { m_polygon.setPoint(0, static_cast<sf::Vector2f>(sf::Mouse::getPosition(window))); }
void ConstructFish(sf::ConvexShape &body, sf::ConvexShape &tail, const AABB &shape, int direction) { body.setPointCount(6); tail.setPointCount(3); if(direction < 0) { body.setPoint(0, sf::Vector2f(shape.p1.x, LInterp(0.5, shape.p1.y, shape.p2.y))); body.setPoint(1, sf::Vector2f(LInterp(0.05, shape.p1.x, shape.p2.x), shape.p1.y)); body.setPoint(2, sf::Vector2f(LInterp(0.50, shape.p1.x, shape.p2.x), shape.p1.y)); body.setPoint(3, sf::Vector2f(LInterp(0.95, shape.p1.x, shape.p2.x), LInterp(0.5, shape.p1.y, shape.p2.y))); body.setPoint(4, sf::Vector2f(LInterp(0.50, shape.p1.x, shape.p2.x), shape.p2.y)); body.setPoint(5, sf::Vector2f(LInterp(0.05, shape.p1.x, shape.p2.x), shape.p2.y)); tail.setPoint(0, sf::Vector2f(LInterp(0.75, shape.p1.x, shape.p2.x), LInterp(0.5, shape.p1.y, shape.p2.y))); tail.setPoint(1, sf::Vector2f(shape.p2.x, shape.p1.y)); tail.setPoint(2, sf::Vector2f(shape.p2.x, shape.p2.y)); } else { body.setPoint(0, sf::Vector2f(shape.p2.x, LInterp(0.5, shape.p1.y, shape.p2.y))); body.setPoint(1, sf::Vector2f(LInterp(0.95, shape.p1.x, shape.p2.x), shape.p1.y)); body.setPoint(2, sf::Vector2f(LInterp(0.50, shape.p1.x, shape.p2.x), shape.p1.y)); body.setPoint(3, sf::Vector2f(LInterp(0.05, shape.p1.x, shape.p2.x), LInterp(0.5, shape.p1.y, shape.p2.y))); body.setPoint(4, sf::Vector2f(LInterp(0.50, shape.p1.x, shape.p2.x), shape.p2.y)); body.setPoint(5, sf::Vector2f(LInterp(0.95, shape.p1.x, shape.p2.x), shape.p2.y)); tail.setPoint(0, sf::Vector2f(LInterp(0.25, shape.p1.x, shape.p2.x), LInterp(0.5, shape.p1.y, shape.p2.y))); tail.setPoint(1, sf::Vector2f(shape.p1.x, shape.p1.y)); tail.setPoint(2, sf::Vector2f(shape.p1.x, shape.p2.y)); } }