Пример #1
0
void MockNavi::generateCity()
{
    float* projection = m_camera.getViewProjectionMatrix();
    ShaderLighting* pShader = new ShaderLighting(projection);

    // generate base plate
	vec4f groundColor(0.8, 0.8, 0.6, 1.0);
    vec3f position = vec3f(0.0, -0.001, 0.0);
    vec3f size = vec3f(CITY_GRID_SIZE * 3, 0.0, -CITY_GRID_SIZE * 2.0 * m_houseCount);
    Ground* ground = new Ground(position, size, groundColor, pShader);
    m_renderList.push_back(ground);

    // generate street z direction
    vec4f streetColor(0.0, 0.0, 0.0, 1.0);
    vec3f streetPosition = vec3f(0.6 * CITY_GRID_SIZE, 0.0, 0.0);
    vec3f streetSize = vec3f(CITY_GRID_SIZE * 0.6, 0.0, -CITY_GRID_SIZE * 2.0 * m_houseCount);
    Street* obj = new Street(streetPosition, streetSize, streetColor, pShader);
    m_renderList.push_back(obj);

    // generate streets x direction
    for (int z = 1; z < m_houseCount; ++z)
    {
        vec4f streetColor(0.0, 0.0, 0.0, 1.0);
        vec3f streetPosition = vec3f(0.0, 0.0, 0.6 - z * CITY_GRID_SIZE);
        vec3f streetSize = vec3f(CITY_GRID_SIZE * 3, 0.0, CITY_GRID_SIZE * 0.6);
        Street* obj = new Street(streetPosition, streetSize, streetColor, pShader);
        m_renderList.push_back(obj);
        m_updateList.push_back(obj);
    }

    // generate car
    vec3f carPosition(1.4 * CITY_GRID_SIZE, 0.001, -0.3);
    vec3f carSize(0.2f, 0.2f, 0.3f);
    vec4f carColor(0.7, 0.3, 0.3, 1.0);
    Car* car = new Car(carPosition, carSize, carColor, pShader);
    m_renderList.push_back(car);

    // generate houses
	vec4f houseColor(0.6, 0.6, 0.8, 1.0);
    for (int x = 0; x < 2; ++x)
    {
        for (int z = 0; z < m_houseCount; ++z)
        {
            float posx = x * 2.0 * CITY_GRID_SIZE;
            float posy = 0.0;
            float posz = -z * 2.0 * CITY_GRID_SIZE;

            vec3f housePosition(posx, posy, posz);
            vec3f houseSize(1.0, 1.0, 1.0);

            House* obj = new House(housePosition, houseSize, houseColor, pShader);

            m_renderList.push_back(obj);
            m_updateList.push_back(obj);
        }
    }
}
Пример #2
0
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;
}