void BallSprite::initBall() { _jet = CCParticleSystemQuad::create("cool.plist"); // create box2d body b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; _body = _game->getWorld()->CreateBody(&bodyDef); _body->SetSleepingAllowed(true); _body->SetLinearDamping(1.2); _body->SetAngularDamping(0.8); // create circle shape b2CircleShape circle; circle.m_radius = BALL_RADIUS / PTM_RATIO; // define fixture b2FixtureDef fixtureDef; fixtureDef.shape = &circle; fixtureDef.density = 5; fixtureDef.restitution = 0.7; // add collision filter so only ball can be hit by player fixtureDef.filter.categoryBits = 0x0010; // set sprite texture this->initWithFile("puck.png"); _body->CreateFixture(&fixtureDef); _body->SetUserData(this); setSpritePosition(_startPosition); }
void PlayerSprite::initPlayer() { // create body b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; _body = _game->getWorld()->CreateBody(&bodyDef); _body->SetSleepingAllowed(true); _body->SetLinearDamping(8); _body->SetAngularDamping(5); // Define shape b2CircleShape circle; circle.m_radius = BALL_RADIUS/PTM_RATIO; //define fixture b2FixtureDef fixtureDef; fixtureDef.shape = &circle; fixtureDef.density = 5; fixtureDef.restitution = 0.7; fixtureDef.filter.categoryBits = 0x0100; this->initWithFile("mallet.png"); _body->CreateFixture(&fixtureDef); _body->SetUserData(this); setSpritePosition(_startPosition); }
SpriteRenderer::SpriteRenderer(GameObject *g_object){ this->position = g_object->getPosition(); this->scale = g_object->getScale(); setSpritePosition(this->position); setSpriteScale(this->scale); }
void BallSprite::reset() { if (_body) { _body->SetLinearVelocity(b2Vec2_zero); _body->SetAngularVelocity(0); _body->SetAwake(true); } setSpritePosition(_startPosition); setVisible(true); }
void SpriteRenderer::changeTexture(const sf::Texture& texture){ this->sprite = sf::Sprite(texture); this->size.x = texture.getSize().x * this->scale.x; this->size.y = texture.getSize().y * this->scale.y; setOrigin(this->origin); setSpritePosition(this->position); this->sprite.setScale(this->scale.x, this->scale.y); }
void Ball::initBall() { //create box2d body b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; _body = _game->getWorld()->CreateBody(&bodyDef); _body->SetSleepingAllowed(true); _body->SetLinearDamping(1.2); _body->SetAngularDamping(0.8); //create circle shape b2CircleShape circle; circle.m_radius = BALL_RADIUS/PTM_RATIO; //define fixture b2FixtureDef fixtureDef; fixtureDef.shape = &circle; fixtureDef.density = 5; fixtureDef.restitution = 0.7; //add collision filters so only white ball can be hit by cue if (_type == kSpriteBall) { fixtureDef.filter.categoryBits = 0x0010; } else if (_type == kSpritePlayer) { //white ball is tracked as bullet by simulation _body->SetBullet(true); fixtureDef.filter.categoryBits = 0x0100; } //set sprite texture switch (_color) { case kColorBlack: this->initWithSpriteFrameName("ball_black.png"); break; case kColorRed: this->initWithSpriteFrameName("ball_red.png"); break; case kColorYellow: this->initWithSpriteFrameName("ball_yellow.png"); break; case kColorWhite: this->initWithSpriteFrameName("ball_white.png"); break; } _body->CreateFixture(&fixtureDef); _body->SetUserData(this); setSpritePosition(_startPosition); }
Audio::Audio(): mStateInput(StateInput::getInstance()), mMainBackground("Main", 1, 1), mInGameBackground("Ingame", 1, 1), mSoundVolume("SoundVolume", 1, 2), mEffectLeftArrow("LeftArrow", 1, 2), mEffectRightArrow("RightArrow", 1, 2), mEffectNumbers1("Numbers", 1, 20), mEffectNumbers10("Numbers", 1, 20), mEffectNumbers100("Numbers", 1, 20), mMusicVolume("MusicVolume", 1, 2), mMusicLeftArrow("LeftArrow", 1, 2), mMusicRightArrow("RightArrow", 1, 2), mMusicNumbers1("Numbers", 1, 20), mMusicNumbers10("Numbers", 1, 20), mMusicNumbers100("Numbers", 1, 20), mSoundMute("SoundMute", 1, 4), mMusicMute("MusicMute", 1, 4), mBack("Back", 1, 2), mBlip("Blip", 1, 1), mWindow(Window::getWindow()), mStatus(0), mBlipPos(240, 150), currentBackground(&mMainBackground), currentSelection(&mBack), mEVolume(100), mMVolume(100), mChangeVolume(false), mEffectNr1(0), mEffectNr10(0), mEffectNr100(1), mEffectHighlightNr(0), mMusicNr1(0), mMusicNr10(0), mMusicNr100(1), mMusicHighlightNr(0), mEMute(false), mMMute(false), mHighlight(1) { setSpritePosition(); setAnimate(); }
void Bat::initBat() { //create box2d body b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; _body = _game->getWorld()->CreateBody(&bodyDef); _body->SetSleepingAllowed(true); _body->SetLinearDamping(0.6); _body->SetAngularDamping(0.4); //set sprite texture this->initWithSpriteFrameName("bat_resized_straight.png"); _body->SetUserData(this); /* //create shape string temp = "dhruv_Bat"; GB2ShapeCache *sc = GB2ShapeCache::sharedGB2ShapeCache(); sc->addFixturesToBody(_body, temp.c_str()); this->setAnchorPoint(sc->anchorPointForShape(temp.c_str())); */ //create rectangle shape b2PolygonShape box; box.SetAsBox(BOX_WIDTH/PTM_RATIO, BOX_HEIGHT/PTM_RATIO); //define fixture b2FixtureDef fixtureDef; fixtureDef.shape = &box; fixtureDef.density = 5; fixtureDef.restitution = 0.7; _body->CreateFixture(&fixtureDef); _body->SetUserData(this); setSpritePosition(_startPosition); }
void Piece::setBoardSize(const sf::Vector2u &u) { Piece::board_size = u; setSpritePosition(); }
void Piece::setBoardPos(const sf::Vector2i &board_pos) { Piece::board_pos = board_pos; setSpritePosition(); }
void CRole::onPlaceOnMap(const Point& gridPos, const Point& position) { setSpritePosition(position); }
void Player::teleport(int mX, int mY){ setSpritePosition(sf::Vector2f(mX - 16, mY - 16)); }
void SpriteRenderer::updateComponent(){ setSpritePosition(this->game_object->getPosition()); }