Exemplo n.º 1
0
    Calc::Calc(const Config& config) :
    _scale(config["calc.scale"].as<double>()),
    _nx(config["output.width"].as<size_t>()),
    _ny(config["output.height"].as<size_t>()),
    _width(config["crop.width"].as<size_t>()),
    _height(config["crop.height"].as<size_t>())
    {
        const size_t window_size = config["calc.window_size"].as<size_t>() | 1;
        _window_size = cv::Size(window_size, window_size);

        // Init background image
        cv::Rect ROI(config["crop.xmin"].as<size_t>(), config["crop.ymin"].as<size_t>(),
                     config["crop.width"].as<size_t>(), config["crop.height"].as<size_t>());
        if (config.count("input.background"))
        {
            _background = cv::imread(config["input.background"].as<std::string>(),
                                            CV_LOAD_IMAGE_GRAYSCALE);
            if (_background.size() != ROI.size())
            {
                _background = _background(ROI);
            }
        }
        else
        {
            _background = cv::Mat::ones(ROI.size(), CV_8UC1) * 255;
        }

        // Init matrices
        const int dims[] = { _ny, _nx, 2 };
        _out.density.create(_height, _width, CV_8U);
        _out.velocity.create(3, dims, CV_32F);
        _out.mask.create(2, dims, CV_8U);
    }
  virtual void _updateBackground(gfx::Engine&, bool&)
  {
    _background().destroy();

    Pictures pics;
    Decorator::draw( pics, Rect( Point(), size() ), style );

    Picture emlbPic( gui::rc.panel, config::id.empire.stamp );
    pics.append( emlbPic, Point( 4, 2 ) );
    pics.append( emlbPic, Point( width() - emlbPic.width()-4, 2 ) );

    bool batchOk = _background().load( pics, absoluteRect().lefttop() );
    if( !batchOk )
    {
      _background().destroy();
      Decorator::reverseYoffset( pics );
      _backgroundNb() = pics;
    }
  }
Exemplo n.º 3
0
int main()
{
	std::map<std::string, std::string> _texts = std::map<std::string, std::string>();

	std::vector<GameObject*> _gameObjects = std::vector<GameObject*>();

	sf::RenderWindow window(sf::VideoMode(800, 600), "Collision test");
	/*
	sf::Texture _bkg;
	_bkg.loadFromFile("gorge.jpg");
	_bkg.setRepeated(true);
	sf::Sprite _background(_bkg, sf::IntRect(0, 0, 2000, 1000));
	*/

	if(load("Brown_Rocks.png", sf::Vector2u(32, 32), nullptr, 800, 600))
		std::cout << "YEAH\n";

	sf::Texture _bkg;
	_bkg.loadFromFile("Brown_Rocks.png");
	_bkg.setRepeated(true);
	sf::Sprite _background(_bkg, sf::IntRect(0, 0, 2000, 1000));

	std::cout << sf::Texture::getMaximumSize() << "\n";	

	sf::Texture _cliffsTexture;
	_cliffsTexture.loadFromFile("Cliffs.png");
	_cliffsTexture.setRepeated(true);
	sf::Sprite _cliffsBottom(_cliffsTexture);
	sf::Sprite _cliffsTop(_cliffsTexture, sf::IntRect(0, 400, 800, -800));
	_cliffsTop.setPosition(-300, 0);


	std::cout << _cliffsTexture.getSize().x << "," << _cliffsTexture.getSize().y;


	sf::Texture _platformTexture;
	_platformTexture.loadFromFile("Rocks_Platform1.png");
	_platformTexture.setRepeated(true);
	sf::Sprite _platform(_platformTexture, sf::IntRect(0, 0, 2000, 32));
	_platform.setPosition(0, window.getSize().y - 32);

	sf::Sprite _platformBottom(_platformTexture, sf::IntRect(0, 32, 2000, -32));
	_platformBottom.setPosition(0, 0);

	sf::Texture texture;
	texture.loadFromFile("plane.png");
	//texture.loadFromFile("player.png");
	GameObject _player(texture);
	_player.setPosition(window.getSize().x / 2.f - 300, window.getSize().y / 2.f - 75);
	_gameObjects.push_back(&_player);

	sf::Texture etexture;
	etexture.loadFromFile("plane.png");
	//sf::IntRect textRect(64, 0, -64, 32);
	//GameObject _enemy(etexture, textRect);
	GameObject _enemy(etexture);
	_enemy.setPosition(window.getSize().x / 2.f + 75, window.getSize().y / 2.f - 16);
	_gameObjects.push_back(&_enemy);

	sf::RectangleShape _bounding1(sf::Vector2f(_player.getBoundingBox().width - 1, _player.getBoundingBox().height - 1));
	_bounding1.setPosition(_player.getPosition());
	_bounding1.setFillColor(sf::Color::Transparent);
	_bounding1.setOutlineColor(sf::Color::Red);
	_bounding1.setOutlineThickness(1);

	sf::RectangleShape _bounding2(sf::Vector2f(_enemy.getBoundingBox().width - 1, _enemy.getBoundingBox().height - 1));
	_bounding2.setPosition(_enemy.getPosition());
	_bounding2.setFillColor(sf::Color::Transparent);
	_bounding2.setOutlineColor(sf::Color::Red);
	_bounding2.setOutlineThickness(1);

	sf::Font font;
	font.loadFromFile("VeraMono.ttf");
	sf::Text _text("Debug", font, 12);
	_text.setPosition(0, 0);

	sf::Clock clock;
	sf::Time timeSinceLastUpdate = sf::Time::Zero;

	// Start the game loop
	while (window.isOpen())
	{
		sf::Time elapsedTime = clock.restart();
		timeSinceLastUpdate += elapsedTime;

		while (timeSinceLastUpdate > TimePerFrame)
		{
			timeSinceLastUpdate -= TimePerFrame;

			// Process events
			sf::Event event;
			while (window.pollEvent(event))
			{
				// Close window : exit
				if (event.type == sf::Event::Closed)
					window.close();

				if(event.type == sf::Event::KeyPressed)
				{
					short id = 1;
					for( auto& i : _gameObjects )
					{
						i->update(event, id);
						id++;
					}
				}
			}

			if(checkCollisions(_gameObjects, _texts))
				_texts["Collision"] = "Detected";
			else
				_texts["Collision"] = "NOT Detected";

			std::map<std::string, std::string>::iterator i = _texts.begin();
			std::stringstream ss;

			for( ; i != _texts.end(); ++i )
			{
				ss << i->first << ": " << i->second << std::endl << std::endl;
			}

			_text.setString(ss.str());
		}

		_bounding1.setPosition(_player.getPosition());
		_bounding2.setPosition(_enemy.getPosition());

		_statisticsUpdateTime += elapsedTime;
		_statisticsNumFrames += 1;

		if (_statisticsUpdateTime >= sf::seconds(1.0f))
		{
			std::stringstream fps, timeupdate;
			fps << _statisticsNumFrames;
			timeupdate << _statisticsUpdateTime.asMicroseconds() / _statisticsNumFrames;

			_statisticsUpdateTime -= sf::seconds(1.0f);
			_statisticsNumFrames = 0;

			_texts["FPS"] = fps.str() + "\n" + "Time / Update = " + timeupdate.str() + "us";
		}

		window.clear();

		window.draw(_background);
		// window.draw(m_vertices, &m_tileset);
		window.draw(_cliffsBottom);
		window.draw(_cliffsTop);
		window.draw(_platform);
		window.draw(_platformBottom);

		for( auto& i : _gameObjects )
		{
			window.draw(*i);
		}

		window.draw(_text);

		window.draw(_bounding1);
		window.draw(_bounding2);

		window.display();
	}
}