//ProcessInput, for updating mouse position and checking relevant keypresses
//EXPAND THIS FUNCTION with key press checks, to add functionality!
void InputManager::ProcessInput()
{
	//update location of mouse cursor
	input_MousePos = GetMouseLocation();

	//bound the mouse inside the window
	if (input_MousePos.X < 0) { input_MousePos.X = 0; }
	if (input_MousePos.Y < 0) { input_MousePos.Y = 0; }
	if (input_MousePos.X > input_screenWidth) { input_MousePos.X = input_screenWidth; }
	if (input_MousePos.Y > input_screenHeight) { input_MousePos.Y = input_screenHeight; }

	//keyboard checks here? likely just app-layer stuff instead


	return;
}
Пример #2
0
void Hero::UpdateHero()
{
	GetMouseLocation(MouseX, MouseY);
	m_Position.SetX (MouseX);
	m_Position.SetY (MouseY);
	CheckForFire();
	Move();
	Draw();
	for (std::list<Bullet>::iterator it=HBullets.begin(); it != HBullets.end(); ++it)
		{
			if(it->IsAlive())
	{
		it->UpdateBullet();
	it->Move();
	it->Draw();
	}

}
}
Пример #3
0
void EnemySpawn::Update(float a_dt)
{
	if (!SpawnBase::IsActive && !m_placed)
	{
		double c_x, c_y;
		GetMouseLocation(c_x, c_y);
		c_y = g_h - c_y + m_h; // mouse and window Ys are inverted

		m_y = c_y;
		m_x = c_x;
		if (GetMouseButtonDown(0))
		{
			SpawnBase::s_lock = false;
			draw();
			SpawnBase::IsActive = true;
			m_placed = true;
		}
	}
}
Пример #4
0
void Game::update(float dt) 
{
	m_spawnTimer += dt;

	if(m_spawnTimer >= 1.5f) {
		m_spawnTimer = 0;

		// spawn new cat
		Message msg;
		Vector2 spawnPos;
		spawnPos.x = 50 + (rand() % (iScreenWidth - 100));
		spawnPos.y = 50 + (rand() % (iScreenHeight - 100));

		msg.msg = Message::SPAWN_REQUEST;
		msg.data = spawnPos;
		msg.consumed = false;

		notify(msg);
	}

	if( GetMouseButtonDown( 0 ) ) {
		int x, y;
		Vector2 mousePos;
		
		GetMouseLocation( x, y );
		mousePos.x = x;
		mousePos.y = y;

		Message msg;
		msg.msg = Message::ON_CLICK;
		msg.data = mousePos;
		msg.consumed = false;

		notify(msg);
	}
}
Пример #5
0
PyObject* AIE_GetMouseLocation(PyObject *self, PyObject *args)
{
	int iMouseX, iMouseY;
	GetMouseLocation( iMouseX, iMouseY );
	return Py_BuildValue("ii", iMouseX, iMouseY );
}
Пример #6
0
void Framework::MoveMouse(Vec2 loc)
{
	glfwSetCursorPos(window, GetMouseLocation().x + loc.x, GetMouseLocation().y + loc.y);
}
Пример #7
-1
void HermiteSpline::HandleUI(StateManager* stateMan)
{
	if (IsKeyDown('M'))
	{
		stateMan->PopState();
		return;
	}


	if (GetMouseButtonDown(MOUSE_BUTTON_1))
	{
		//loop through objects and see if clicked
		for (Sprite* object : objectList)
		{
			if (object->ID == objectList[0]->ID)
			{
				double mousePosX = 0.0;
				double mousePosY = 0.0;
				GetMouseLocation(mousePosX, mousePosY);
				mousePosY = screenHeight - mousePosY;
				//std::cout << "x: " << mousePosX << " y: " << mousePosY << std::endl;
				bool isCollided = object->IsCollided(Vector2(mousePosX, mousePosY));
				//std::cout << "object: " << object->name << " clicked: " << isCollided << std::endl;

				if (object->IsCollided(Vector2(mousePosX, mousePosY)))
				{
					object->position = Vector2(mousePosX, mousePosY);
				}
			}
		}
	}
}