Пример #1
0
void handleEvent()
{


	while (window.pollEvent(myEvent))
	{
		switch (myEvent.type)
		{
		case Event::Closed:
			window.close();
			break;
		case Event::KeyPressed:
			if (myEvent.key.code == sf::Keyboard::Space)
			{
				if (isGameStarted == false) 
				{
					ball.setVelocity(		rotate2D(getRandomNumber(), {0,-1})		);
					isGameStarted = true;
				}
				break;
			}

		case Event::MouseButtonPressed:
			break;
		case Event::MouseButtonReleased:
			break;
		}
		

	}

}
Пример #2
0
void ProcessEvents(RenderWindow& window, Game* game) {
	SnakeParts* snake = game->snake;
	Event event;

	while (window.pollEvent(event)) {
		Keyboard::Key pressed;
		if (event.type == Event::KeyPressed) {
			pressed = event.key.code;

			if ((pressed == Keyboard::W) && snake[0].dir != DOWN) {
				snake[0].dir = UP;
			}
			else if ((pressed == Keyboard::S) && snake[0].dir != UP) {
				snake[0].dir = DOWN;
			}
			else if ((pressed == Keyboard::A) && snake[0].dir != LEFT) {
				snake[0].dir = RIGHT;
			}
			else if ((pressed == Keyboard::D) && snake[0].dir != RIGHT) {
				snake[0].dir = LEFT;
			}
			else if ((pressed == Keyboard::P)) {
				game->state = PAUSE;
			}
			else if ((pressed == Keyboard::U)) {
				game->state = PLAY;
			}
			else if ((pressed == Keyboard::R) && game->state == ENDGAME) {
				game->state = RESTART;
			}
		}
		if (event.type == Event::Closed || ((event.type == Event::KeyPressed) && (pressed == Keyboard::Escape) && game->state == ENDGAME))
			window.close();
	}
}
Пример #3
0
void run_animation(RenderWindow &window)
{
	Clock clock;
	std::vector<initialization_blocks*>  object;
	float x = RECTANGLES_SIZE.x / 2, y = 0;
	int number_block;
	for (int i = 0; i < NUMBER_BLOCKS; i++) {
		y += 10 + RECTANGLES_SIZE.y;
		object.push_back(new initialization_blocks(x, y, i));
	}
	while (window.isOpen())
	{
		Event event;
		while (window.pollEvent(event))
			if (event.type == Event::Closed)
				window.close();

		float time = clock.getElapsedTime().asMicroseconds();
		clock.restart();
		time = time / 800;
		
		window.clear(Color::White);
		number_block = 0;
		for (auto i : object) {
			i->update(time, number_block);
			window.draw(i->rectangle);
			number_block++;
		}
		window.display();
	}
}
Пример #4
0
void ProcessEvents(RenderWindow& window)
{
	Event event;
	while (window.pollEvent(event))
	{
		if (event.type == Event::Closed)
			window.close();
	}
}
Пример #5
0
Файл: main.cpp Проект: dlxgit/TP
void CheckWindowClose(RenderWindow & window)
{
	Event event;
	while (window.pollEvent(event))
	{
		if (event.type == Event::Closed)
		{
			window.close();
		}
	}
}
Пример #6
0
	void processEvents() {
		Event event;
		while (window.pollEvent(event)) {
			if ( (event.type == Event::Closed) ||
				((event.type == Event::KeyPressed) && (event.key.code == Keyboard::Escape)))
				window.close();
			else if (event.type == Event::KeyPressed) {
				if (gameState == INTRO)
					gameState = PLAYING;
			}
		}
	}
Пример #7
0
void processEvents(RenderWindow & window, Racket & racket, Racket & racket2, GameState & gameState)
{
	Event event;
	while (window.pollEvent(event))
	{
		// Проверяем нажатую кнопку
		if (Keyboard::isKeyPressed(Keyboard::W))
		{
			racket.direction = W;
		}
		else if (Keyboard::isKeyPressed(Keyboard::S))
		{
			racket.direction = S;
		}
		else
		{
			racket.direction = NONE;
		}

		if (Keyboard::isKeyPressed(Keyboard::Up))
		{
			racket2.direction = UP;
		}
		else if (Keyboard::isKeyPressed(Keyboard::Down))
		{
			racket2.direction = DOWN;
		}
		else
		{
			racket2.direction = NONE;
		}
		if (event.type == Event::KeyPressed && event.key.code == Keyboard::Return) // Возвращение в главное меню
		{
			gameState.isPlay = false;
		}
		if (event.type == Event::KeyPressed && event.key.code == Keyboard::P) // Поставить на паузу или снять с паузы игру
		{
			if (!gameState.isPayse)
			{
				gameState.isPayse = true;
			}
			else
			{
				gameState.isPayse = false;
			}
		}
		// Окно закрыли
		if ((event.type == Event::Closed) || (event.type == Event::KeyPressed && event.key.code == Keyboard::Escape))
		{
			window.close();
		}
	}
}
Пример #8
0
void RunProgram(RenderWindow& window)
{
	RectangleStruct rect[QUANTITY] = {};
	SecreteStruct secret;
	StageStruct stage;
	InitializationSqure(rect);
	Clock clock;
	Clock change_clock;
	srand(time(NULL));

	InitializationStage(stage);
	int secret_stage = 1;
	int i_color = 0;
	int num_turns = 0;
	float i_size = 1;

	Vector2f speed_move;
	speed_move.x = SPEED;
	speed_move.y = SPEED;

	InitializationSecret(secret);

	change_clock.restart();
	while (window.isOpen())
	{
		float time = clock.getElapsedTime().asMicroseconds();
		float time_for_change = change_clock.getElapsedTime().asSeconds();
		clock.restart();
		time = time / 1000;
		sf::Event event;
		if (time_for_change >= TIME)
		{
			change_clock.restart();
			SecretChange(secret);
		}
		while (window.pollEvent(event))
		{

			if (event.type == sf::Event::Closed)
				window.close();
		}
		StageSelect(stage, i_color, i_size, rect);
		SceneChange(stage, i_color, i_size, speed_move, time);

		if (secret.rotation == 1) Rotation(rect, time);
		if (secret.color == 1) ChangeColor(rect, i_color, time);
		if (secret.size == 1) ChangeSize(rect, i_size, time);
		if (secret.move == 1) Move(rect, speed_move);

		Draw(window, rect);
	}
}
Пример #9
0
int main(int, char const**)
{
    // Create the main window
    RenderWindow window;
    window.create(VideoMode(800, 600), "Pong");

    
    
    //Create and initialize the actual game screen
    GameScreen gamescreen = GameScreen();
    gamescreen.initialize();
    
    
    // Start the game loop
    while (window.isOpen()) {
        
        // Process events
        Event p1;
        while (window.pollEvent(p1)) {
            // Close window: exit
            if (p1.type == Event::Closed) {
                window.close();
            }
            
        }
        

        // Clear screen
        window.clear();

        
        
        /*
         
         Here I am trying to use that standard game loop with initialize, update, and draw. If I ever try to make a real game in C++ I know that I will need to know how to use these methods and create objects outside of this class.
         
         */
        gamescreen.update();        
        
        //Draw each entity (sprite)
        for(Sprite ent : gamescreen.entities) {
            window.draw(ent);
        }
        
        
        
        // Update the window
        window.display();
    }

    return EXIT_SUCCESS;
}
Пример #10
0
void Game::doUpdate(RenderWindow &window) {
  Event event;
  while(window.pollEvent(event)) {
    switch(event.type) {
    case Event::Closed:
      window.close();
      break;
    case Event::KeyPressed:
      switch(event.key.code) {
      case Keyboard::Escape:
	window.close();
	break;
      case Keyboard::Left:
	if(player.x > 0 && gameGrid->blocks[player.x - 1][player.y] == 0)
	  --player.x;
	break;
      case Keyboard::Right:
	if(player.x < gameGrid->width - 1 && gameGrid->blocks[player.x + 1][player.y] == 0)
	  ++player.x;
	break;
      case Keyboard::Up:
	if(player.y > 0 && gameGrid->blocks[player.x][player.y - 1] == 0)
	  --player.y;
	break;
      case Keyboard::Down:
	if(player.y < gameGrid->height - 1 && gameGrid->blocks[player.x][player.y + 1] == 0)
	  ++player.y;
	break;
      }
      break;
    case Event::MouseButtonPressed:
      switch(event.mouseButton.button) {
      case Mouse::Left:
	path = pathfinder.findPath(player, Vector2i(event.mouseButton.x / 16, event.mouseButton.y / 16), gameGrid->blocks, gameGrid->width, gameGrid->height);
	break;
      }
    }
  }
}
Пример #11
0
int main()
{
	//Synchonisation coordonnée à l'écran!
	mainWin.setVerticalSyncEnabled(true);


	

	Menu mainMenu;
	mainMenu.draw(mainWin);
	
		

	while (mainWin.isOpen())
	{
		Event event;
	

		while (mainWin.pollEvent(event))
		{
			switch (event.type)
			{
				case sf::Event::Closed:
					mainWin.close();
					break;
				case sf::Event::KeyPressed:
					if (event.key.code == sf::Keyboard::Down)
					{
						mainMenu.MoveCursor("Down", mainWin);
					}
					else if (event.key.code == sf::Keyboard::Up)
					{
						mainMenu.MoveCursor("Up", mainWin);
					}
					else if (event.key.code == sf::Keyboard::Space)
					{
						mainMenu.SelectItem(mainWin);
					}
					break;


			}
		}

	}

	

	return EXIT_SUCCESS;
}
Пример #12
0
int main()
{
	Button			start_button(MediaBucket.getTexture("Start1"), sf::Vector2f(WINDOW_RESOLUTION.x/2, WINDOW_RESOLUTION.y/2));
					start_button.addSprite(MediaBucket.getTexture("Start2"));
					start_button.addSprite(MediaBucket.getTexture("Start3"));
					start_button.setPosition(sf::Vector2f(WINDOW_RESOLUTION.x/2, WINDOW_RESOLUTION.y/2), -1);
	
	Sprite			firecan_icon;
					firecan_icon.setTexture(MediaBucket.getTexture("firecan_icon"));
					FloatRect firecan_icon_size = firecan_icon.getLocalBounds();
					firecan_icon.setOrigin(firecan_icon_size.width/2, firecan_icon_size.height/2);
					firecan_icon.setPosition(Vector2f(firecan_icon_size.width/2, WINDOW_RESOLUTION.y-firecan_icon_size.height/2));
	intro();
	
	while(app.isOpen())
	{
		while(app.pollEvent(event))
		{
			if(event.type == Event::KeyPressed) {
				if(event.key.code == Keyboard::Escape) {
					app.close();
				}
			}
			if(event.type == Event::Closed) {
				app.close();
			}
			if(event.type == Event::MouseButtonPressed && start_button.isClicked()) {

			}
		}
	
		app.clear(Color::White);
		app.draw(start_button);
		app.draw(firecan_icon);
		app.display();
	}
}
Пример #13
0
void whenGameIsOver()
{
	if (ball.min.x <= 0 || ball.min.y <= 0 || ball.max.x >= 1024 || ball.max.y >= 800)
	{
		char text[60];
		sprintf_s(text,"You have ended the game with score : %i",score);
		MessageBox(NULL,text , NULL, NULL);
		string name;
		name=fetchNameFromUser();
		
		HighScore::updateHighScore(score,name);
		getchar();
		window.close();
	}
}
Пример #14
0
int main()
{
	
	//{ -1,0 }left GlobalNormal
	//{1,0}right GlobalNormal
	//{0,1}down GlobalNormal
	//{0,-1}up GlobalNormal	
	
				//position x, position y, width, height, Color      ,faceNormal ,backNormal ,leftNormal , rightNormal
	platform[0] = { 512 - 40 ,  750 - 8 ,  150, 20,Color::White     ,{0,-1 }   ,{0 ,1 }   ,{-1,0 }   ,{ 1,0 }		}; //kinda tryhard ;p but it works, so its not stupid
	platform[1] = { 20, 380, 20, 150, Color::White					,{ 1,0 }   ,{-1,0 }   ,{ 0,-1}	 ,{ 0,1 }		};
	platform[2] = { 512 - 40, 42, 150, 20, Color::White				,{ 0,1 }   ,{ 0,1 }   ,{ 1,0 }   ,{-1,0	}		};
	platform[3] = { 984, 380, 20, 150, Color::White					,{-1,0 }   ,{ 1,0 }   ,{ 0,1 }   ,{ 0,-1}		};

	position.x = ball.position.x;
	position.y = ball.position.y;

	if (!font.loadFromFile("C:\\Windows\\Fonts\\arial.ttf")) 
	{
		MessageBox(NULL,"ERROR:Couldn't load font",NULL,NULL);
		window.close();
	}
	
	setText(scoreText, font, Color::Red, 24, "Score: 0", {0,0});
	setText(initialText, font, Color::White, 20, "Press space to start", { 420,320 });

	//game loop
	clock_t previous = clock();
	clock_t lag = 0;
	while (window.isOpen())
	{	
		clock_t current = clock();
		clock_t elapsed = current-previous;

		lag += elapsed;

		previous = current;
		handleEvent();
		
		while (lag > 16)
		{
			update();
			lag -=16;
		}
		render();
	}
	return 0;
}
Пример #15
0
void events(RenderWindow &window, globalBool *id) {
	sf::Event event;
	while (window.pollEvent(event)) {
		if (event.type == sf::Event::Closed)
			window.close();
		if (Keyboard::isKeyPressed(Keyboard::RAlt)) {
			if (!id->g_isPause) {
				id->g_isPause = true;
			}
			else if (id->g_isPause) {
				id->g_isPause = false;
			}
		}
		if (Keyboard::isKeyPressed(Keyboard::Escape)) {	
			id->g_isMenu = true;
		}
	}
}
Пример #16
0
int main(int argc, char** argv) {
    
    

    
    globalvariables->running = true;

    
    
    window.create(VideoMode(800,600),"Quadcopter Project");
    
    window.setVerticalSyncEnabled(true);
    

    
   
    
     
    //thread CaptureThread(Capture);
    
    LoadingRender loadingrender(globalvariables);
    loadingrender.Load();
    
    globalvariables->currentrenderer = &loadingrender;
    Clock fps;
    while (globalvariables->running)
    {
        globalvariables->currentrenderer->Tick(window);
        
        

        
    }

    delete globalvariables;
    window.close();
    exit(EXIT_SUCCESS);



}
Пример #17
0
int main()
{


 Sky sky;
 load_all_sound();

 bgm.play();
 Player  player;
 while (window.isOpen())
    {
        window.clear();
        sky.drawsky();

       Event event;
        while (window.pollEvent(event))
        {
            if (event.type == Event::Closed)
                window.close();
            if(event.type==Event::KeyPressed&& event.key.code == Keyboard::Up)
                player.moveup();
            if(event.type==Event::KeyPressed&& event.key.code == Keyboard::Down)
                player.movedown();
            if(event.type==Event::KeyPressed&& event.key.code == Keyboard::Left)
                player.moveleft();
            if(event.type==Event::KeyPressed&& event.key.code == Keyboard::Right)
                player.moveright();
            if(event.type==Event::KeyPressed&& event.key.code == Keyboard::Space)
                player.gun();
        }
        player.bullet_refresh();
        window.display();
    }


    return 0;

}
Пример #18
0
void menu(RenderWindow & window, Music &musicInMenu)
{
	init_texture textu;
	bool kek = false;

	musicInMenu.play();
	
	bool isMenu = 1;
	int menuNum = 0;

	while (isMenu)
	{
		textu.menu1.setColor(Color::White);
		textu.menu2.setColor(Color::White);
		textu.menu3.setColor(Color::White);

		menuNum = 0;
		window.clear(Color(129, 181, 221));

		if (IntRect(100, 30, 300, 50).contains(Mouse::getPosition(window))) { textu.menu1.setColor(Color::Blue); menuNum = 1; }
		if (IntRect(100, 90, 300, 50).contains(Mouse::getPosition(window))) { textu.menu3.setColor(Color::Blue); menuNum = 3; }
		if (IntRect(100, 150, 300, 50).contains(Mouse::getPosition(window))) { textu.menu2.setColor(Color::Blue); menuNum = 2; }
		
		window.draw(textu.menuBg);
		window.draw(textu.menu1);
		window.draw(textu.menu2);
		window.draw(textu.menu3);
		if (kek) { window.draw(textu.training); if (IntRect(1200, 90, 50, 50).contains(Mouse::getPosition(window)) && Mouse::isButtonPressed(Mouse::Left)) { kek = false; } }
		if (Mouse::isButtonPressed(Mouse::Left))
		{
			if (menuNum == 1) isMenu = false;
			if (menuNum == 2) { window.close(); isMenu = false; }
			if (menuNum == 3) { kek = true;  }
		}

		window.display();
	}
}
Пример #19
0
int main(int argc, char* argv[]) {

    Config config;
    Game game;
    game.configure(config);
    game.start();

    RenderWindow* window = GameWindow::instance().getWindow();

    while (window->isOpen()) {
        Event Event;
        while (window->pollEvent(Event)) {
            if (Event.type == Event::Closed)
                window->close();
        }
        window->clear(Color::Black);

        game.tick();
        game.render();

        window->display();
    }
}
Пример #20
0
int menu_proc(RenderWindow & win){
    int status[3] = {CHOSE_PERSON, LOAD_SAVE_GAME, EXIT};
    Texture t_fon;
    t_fon.loadFromFile("Labelmenu1.png");
    Sprite s_fon;
    s_fon.setTexture(t_fon);
    Font font;
    font.loadFromFile("GoodDog.otf");
    //Text text("text", font);
    char text[3][15] = {"New Game", "Load Game", "Exit"};
    Text t[3];
    Color pink(254, 137, 245);
    Color yellow(255, 214, 136);
    for(int i = 0; i < 3; i++){
        t[i].setString(text[i]);
        t[i].setFont(font);
        t[i].setCharacterSize(100);
        t[i].setPosition(190, i*90+160);
        t[i].setColor(pink);
    }

    int cur = 0;
    t[cur].setColor(yellow);
    bool IsKeyPressedOneTime = false;


    while (win.isOpen()){
        Event event;
        while (win.pollEvent(event)){
            if (event.type == sf::Event::Closed || Keyboard::isKeyPressed(Keyboard::Escape)){
                win.close();
            }
        }
        if(Keyboard::isKeyPressed(Keyboard::Down) && !IsKeyPressedOneTime){
            IsKeyPressedOneTime = true;
            t[cur].setColor(pink);
            if(cur < 2)
                cur++;
            t[cur].setColor(yellow);

        }
        else if(Keyboard::isKeyPressed(Keyboard::Up) && !IsKeyPressedOneTime){
            IsKeyPressedOneTime = true;
            t[cur].setColor(pink);
            if(cur > 0)
                cur--;
            t[cur].setColor(yellow);
        }
        else if(Keyboard::isKeyPressed(Keyboard::Return)){
            break;
        }
        win.clear();
        win.draw(s_fon);

        for(int i = 0; i < 3; i++)
            win.draw(t[i]);
        win.display();
        Sleep(100);
        IsKeyPressedOneTime = false;
    }
    return status[cur];
}
Пример #21
0
void GameProcess(RenderWindow & window, Font & font, bool &isWin, bool &isLose)
{
	Clock clock;
	Board board;
	Ball ball;
	list<Brick*> bricks;
	iniGameObj(board, ball, bricks, WINDOW_SIZE);
	Event event;
	bool isPause = false;
    
	while (window.isOpen() && (!isWin) && (!isLose))
	{   
		float time = float(clock.restart().asMicroseconds());
		time = time / COEF_SPEED_GAME;
		if (isPause)
		{
			time = 0;
			isPause = false;
		}

		while (window.pollEvent(event))
		{
			if (event.type == Event::Closed)
				window.close();
			if (Keyboard::isKeyPressed(Keyboard::Left))
			{
				board.dir = LEFT;
			}
			else if (Keyboard::isKeyPressed(Keyboard::Right))
			{
				board.dir = RIGHT;
			}
			else
			{
				board.dir = NONE;
			}
			if (Keyboard::isKeyPressed(Keyboard::Space))
			{
				ball.inBoard = false;
			}
			if (Keyboard::isKeyPressed(Keyboard::Escape))
			{
				window.close();
			}
			if (Keyboard::isKeyPressed(Keyboard::P))
			{
				isPause = true;
			}

		}
		if (window.isOpen())
		{
			if (isPause)
			{
				PauseMenu(window, font);
			}
			else
			{
				update(board, time, WINDOW_SIZE);
				if (ball.inBoard)
				{
					MoveBallInBoard(ball, board, time);
				}
				else
				{
					CollisionAndMove(ball, bricks, board, time, WINDOW_SIZE);
				};
				UpdateList(bricks);

				window.clear();
				window.draw(*(board.sprite));
				window.draw(*(ball.sprite));
				RenderList(bricks, window);
				window.display();

				if (bricks.size() == 0)
				{
					isWin = true;
				}
				if (ball.sprite->getPosition().y + ball.sprite->getRadius() >= WINDOW_SIZE.y)
				{
					isLose = true;
				}
			}
		}
	}
	DispolseGameObj(&board, &ball, bricks);
}
Пример #22
0
int ride( RenderWindow &window)
{


    //RenderWindow window(sf::VideoMode(640, 480), "Lesson 7. kychka-pc.ru");
    Image image;
    image.loadFromFile("machine.png");

    image.createMaskFromColor(Color (255, 255, 255));

    image.createMaskFromColor(Color (253, 253, 253));

    image.createMaskFromColor(Color (254, 254, 254));
    Texture herotexture;
    herotexture.loadFromImage(image);
    Sprite herosprite, tmpherosprite;
    herosprite.setTexture(herotexture);
    herosprite.setTextureRect(IntRect(0, 0, 135, 72));
    herosprite.setPosition(250, 250);
    tmpherosprite = herosprite;
    float CurrentFrame = 0;//хранит текущий кадр
    Clock clock;
    float angle = 0;
    Vector2f vert;
    Vector2f pos;

    vert.x = 1;
    vert.y = 0;
    while (window.isOpen())
    {

        float time = clock.getElapsedTime().asMicroseconds();
        clock.restart();
        time = time / 800;


        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();
        }
        if ((Keyboard::isKeyPressed(Keyboard::Up) || (Keyboard::isKeyPressed(Keyboard::W)))) {
            CurrentFrame += 0.005*time; //служит для прохождения по "кадрам". переменная доходит до трех суммируя произведение времени и скорости. изменив 0.005 можно изменить скорость анимации
            //if (CurrentFrame > 3) CurrentFrame -= 3; //проходимся по кадрам с первого по третий включительно. если пришли к третьему кадру - откидываемся назад.
           // herosprite.setTextureRect(IntRect(96 * int(CurrentFrame), 0, 96, 96)); //проходимся по координатам Х. получается 96,96*2,96*3 и опять 96
            herosprite.move(0.1 * time * vert.x, 0.1 * time * vert.y);//происходит само движение персонажа вниз
        }
        if ((Keyboard::isKeyPressed(Keyboard::Down) || (Keyboard::isKeyPressed(Keyboard::S)))) {
            CurrentFrame += 0.005*time; //служит для прохождения по "кадрам". переменная доходит до трех суммируя произведение времени и скорости. изменив 0.005 можно изменить скорость анимации
            //if (CurrentFrame > 3) CurrentFrame -= 3; //проходимся по кадрам с первого по третий включительно. если пришли к третьему кадру - откидываемся назад.
           // herosprite.setTextureRect(IntRect(96 * int(CurrentFrame), 0, 96, 96)); //проходимся по координатам Х. получается 96,96*2,96*3 и опять 96
            herosprite.move(-0.1 * time * vert.x, -0.1 * time * vert.y);//происходит само движение персонажа вниз
        }
        if ((Keyboard::isKeyPressed(Keyboard::Right) || (Keyboard::isKeyPressed(Keyboard::D)))) {

            angle += float(time)/1000;
            vert.x = cos(angle);
            vert.y = sin(angle);

        }
        if ((Keyboard::isKeyPressed(Keyboard::Left) || (Keyboard::isKeyPressed(Keyboard::A)))) {

        angle -= float(time)/1000;
            vert.x = cos(angle);
            vert.y = sin(angle);
        }

        if(Keyboard::isKeyPressed(Keyboard::Escape))
            break;

        pos = herosprite.getPosition();
        tmpherosprite.setPosition(int(-vert.x * 67.5 + 36 * vert.y + pos.x), int(-vert.y * 67.5 - 36 * vert.x + pos.y));
        tmpherosprite.setRotation(angle * 180 / 3.14);
        window.clear(Color(255, 255, 255));
        window.draw(tmpherosprite);
        window.display();
    }
}
Пример #23
0
void endGameScreen(RenderWindow& window, string winner) {

	Sprite background;
	Rectangle button(236, 566, 389, 451);
	Event event;

	if (winner == "human") {
		background.setTexture(humanWon);
		window.draw(background);
		window.display();

		while (true) {
			window.pollEvent(event);

			if (hovering(window, button, event)) {
				background.setTexture(humanWonButtonHighlighted);
				window.draw(background);
				window.display();
			}
			else {
				background.setTexture(humanWon);
				window.draw(background);
				window.display();
			}

			if (event.type == Event::Closed) {
				window.close();
				return;
			}

			if (wasClicked(window, button, event)) return;
		}
	}
	else {
		background.setTexture(compWon);
		window.draw(background);
		window.display();

		while (true) {
			window.pollEvent(event);

			if (hovering(window, button, event)) {
				background.setTexture(compWonButtonHighlighted);
				window.draw(background);
				window.display();
			}
			else {
				background.setTexture(compWon);
				window.draw(background);
				window.display();
			}

			if (event.type == Event::Closed) {
				window.close();
				return;
			}

			if (wasClicked(window, button, event)) return;
		}
	}

}
Пример #24
0
int playerAbilitySelect(RenderWindow& window, Player& human, Player& computer) {

	// set up UI components
	Sprite abilities;
	Sprite yourTurn;

	yourTurn.setTexture(yourTurnTexture);
	abilities.setTexture(abilitiesNothingHighlighted);
	drawGameWindow(window, human, computer);

	window.draw(abilities);
	window.draw(yourTurn);
	window.display();

	Rectangle ability1(7, 60, 681, 735);
	Rectangle ability2(64, 117, 681, 735);
	Rectangle ability3(121, 174, 681, 735);
	Rectangle ability4(7, 60, 739, 793);
	Rectangle ability5(64, 117, 739, 793);
	Rectangle ability6(121, 174, 739, 793);
	
	// decide what abilities are currently available
	stunRandomAbilities(human);

	bool availability[6];

	for (int i = 0; i < 6; i++) {
		availability[i] = !human.abilities[i].stunned &&
			human.abilities[i].turnsUntilAvailable == 0 &&
			human.abilities[i].resourcesConsumed <= human.currentResources;
	}

	if (!availability[0] && !availability[1] && !availability[2] &&
		!availability[3] && !availability[4] && !availability[5]) {
		for (int i = 0; i < 6; i++) {
			if (human.abilities[i].resourcesCreated > 0) {
				availability[i] = true;
			}
		}
	}

	// user chooses an ability
	Event event;
	while (true) {
		window.pollEvent(event);
		
		if (hovering(window, ability1, event)) {
			abilities.setTexture(abilitiesOneHighlighted);
			drawGameWindow(window, human, computer);
			window.draw(abilities);
			drawAbilityInfo(window, human, 0, availability[0]);
			window.draw(yourTurn);
			window.display();
		}
		else if (hovering(window, ability2, event)) {
			abilities.setTexture(abilitiesTwoHighlighted);
			drawGameWindow(window, human, computer);
			window.draw(abilities);
			drawAbilityInfo(window, human, 1, availability[1]);
			window.draw(yourTurn);
			window.display();
		}
		else if (hovering(window, ability3, event)) {
			abilities.setTexture(abilitiesThreeHighlighted);
			drawGameWindow(window, human, computer);
			window.draw(abilities);
			drawAbilityInfo(window, human, 2, availability[2]);
			window.draw(yourTurn);
			window.display();
		}
		else if (hovering(window, ability4, event)) {
			abilities.setTexture(abilitiesFourHighlighted);
			drawGameWindow(window, human, computer);
			window.draw(abilities);
			drawAbilityInfo(window, human, 3, availability[3]);
			window.draw(yourTurn);
			window.display();
		}
		else if (hovering(window, ability5, event)) {
			abilities.setTexture(abilitiesFiveHighlighted);
			drawGameWindow(window, human, computer);
			window.draw(abilities);
			drawAbilityInfo(window, human, 4, availability[4]);
			window.draw(yourTurn);
			window.display();
		}
		else if (hovering(window, ability6, event)) {
			abilities.setTexture(abilitiesSixHighlighted);
			drawGameWindow(window, human, computer);
			window.draw(abilities);
			drawAbilityInfo(window, human, 5, availability[5]);
			window.draw(yourTurn);
			window.display();
		}
		else {
			abilities.setTexture(abilitiesNothingHighlighted);
			drawGameWindow(window, human, computer);
			window.draw(abilities);
			window.draw(yourTurn);
			window.display();
		}
		
		if (availability[0] && wasClicked(window, ability1, event)) { undoStuns(human); return 0; }
		if (availability[1] && wasClicked(window, ability2, event)) { undoStuns(human); return 1; }
		if (availability[2] && wasClicked(window, ability3, event)) { undoStuns(human); return 2; }
		if (availability[3] && wasClicked(window, ability4, event)) { undoStuns(human); return 3; }
		if (availability[4] && wasClicked(window, ability5, event)) { undoStuns(human); return 4; }
		if (availability[5] && wasClicked(window, ability6, event)) { undoStuns(human); return 5; }

		if (event.type == Event::Closed) {
			window.close();
			undoStuns(human);
			return 0;
		}
	}
}
Пример #25
0
string shipSelection(RenderWindow& window) {

	// load ship data
	ifstream fin;
	fin.open("data\\ships.txt");
	if (!fin) {
		cout << "\"ships.txt\" could not be opened.\n";
		window.close();
		return "Cargo Ship";
	}

	string temp;
	string shipDescription[NUM_SHIPS];
	for (int i = 0; i < NUM_SHIPS; i++) {
		fin.clear();
		fin.seekg(0, ios::beg);
		while (true) {
			getline(fin, temp);
			if (temp == SHIPS[i]) {
				getline(fin, shipDescription[i]);
				textWrap(shipDescription[i], 35);
				break;
			}
		}
	}

	// set up UI elements
	Rectangle cargo(18, 222, 234, 269);
	Rectangle stealth(18, 222, 282, 317);
	Rectangle scout(18, 222, 330, 365);
	Rectangle repair(18, 222, 370, 413);
	Rectangle destroyer(18, 222, 426, 461);
	Rectangle science(18, 222, 474, 509);
	Rectangle station(18, 222, 522, 557);
	Rectangle pod(18, 222, 570, 605);

	Sprite background;
	background.setTexture(shipsNothingHighlighted);
	window.draw(background);
	window.display();

	// player choses a ship
	Event event;
	while (true) {
		window.pollEvent(event);

		if (event.type == Event::Closed) {
			window.close();
			return "Cargo Ship";
		}

		if (hovering(window, cargo, event)) {
			background.setTexture(shipsCargoHighlighted);
			window.draw(background);
			drawShipInfo(window, 0, shipDescription[0]);
			window.display();
		}
		else if (hovering(window, stealth, event)) {
			background.setTexture(shipsStealthHighlighted);
			window.draw(background);
			drawShipInfo(window, 1, shipDescription[1]);
			window.display();
		}
		else if (hovering(window, scout, event)) {
			background.setTexture(shipsScoutHighlighted);
			window.draw(background);
			drawShipInfo(window, 2, shipDescription[2]);
			window.display();
		}
		else if (hovering(window, repair, event)) {
			background.setTexture(shipsRepairHighlighted);
			window.draw(background);
			drawShipInfo(window, 3, shipDescription[3]);
			window.display();
		}
		else if (hovering(window, destroyer, event)) {
			background.setTexture(shipsDestroyerHighlighted);
			window.draw(background);
			drawShipInfo(window, 4, shipDescription[4]);
			window.display();
		}
		else if (hovering(window, science, event)) {
			background.setTexture(shipsScienceHighlighted);
			window.draw(background);
			drawShipInfo(window, 5, shipDescription[5]);
			window.display();
		}
		else if (hovering(window, station, event)) {
			background.setTexture(shipsStationHighlighted);
			window.draw(background);
			drawShipInfo(window, 6, shipDescription[6]);
			window.display();
		}
		else if (hovering(window, pod, event)) {
			background.setTexture(shipsPodHighlighted);
			window.draw(background);
			drawShipInfo(window, 7, shipDescription[7]);
			window.display();
		}
		else {
			background.setTexture(shipsNothingHighlighted);
			window.draw(background);
			window.display();
		}


		if (wasClicked(window, cargo, event)) return "Cargo Ship";
		if (wasClicked(window, stealth, event)) return "Stealth Fighter";
		if (wasClicked(window, scout, event)) return "Patrol Scout";
		if (wasClicked(window, repair, event)) return "Repair Ship";
		if (wasClicked(window, destroyer, event)) return "Destroyer";
		if (wasClicked(window, science, event)) return "Science Vessel";
		if (wasClicked(window, station, event)) return "Space Station";
		if (wasClicked(window, pod, event)) return "Escape Pod";
	}

	return "Cargo Ship";
}
Пример #26
0
int main(int, char const**){
    // Create the main window
    RenderWindow window(VideoMode(800, 600), "SFML window");
    window.setFramerateLimit(60);

    
    Font font;
    if (!font.loadFromFile("Resources/sansation.ttf")) {
        return EXIT_FAILURE;
    }
    Text text(std::to_string(fps), font, 50);
    text.setColor(Color::White);
    text.setPosition(0,600-text.getGlobalBounds().height*2);
    
    tileTexture.loadFromFile("Resources/mapTileSpritesheet.png");

    guyTexture.loadFromFile("Resources/sprite1.png");
    // guyTexture.loadFromFile("Resources/guy.png");

    wallTexture.loadFromFile("Resources/64x64/b0.png");

    chestTexture.loadFromFile("Resources/chest.png");

    // std::cout << sizeof(tileTexture) << std::endl;

    dirtRect.left = 0;
    dirtRect.top = 0;
    dirtRect.width = 32;
    dirtRect.height = 32;
    
    Sprite dirt(tileTexture, dirtRect);
    
    grassRect.left = 32;
    grassRect.top = 0;
    grassRect.width = 32;
    grassRect.height = 32;
    
    Sprite grass(tileTexture, grassRect);

    wallRect.left = 0;
    wallRect.top = 0;
    wallRect.width = 32;
    wallRect.height = 32;

    Sprite wall(wallTexture,wallRect);

    Sprite closedChest(chestTexture,IntRect(0,0,16,16));
    closedChest.setScale(2,2);
    Sprite openChest(chestTexture,IntRect(17,0,16,16));
    openChest.setScale(2,2);

    // guyRect.left = 0;
    // guyRect.top = 128;
    // guyRect.width = 64; 
    // guyRect.height = 64;

    guyRect.left = 0;
    guyRect.top = 32;
    guyRect.width = 24; 
    guyRect.height = 24;

    Sprite guy(guyTexture, guyRect);
    // guy.setOrigin(guy.getLocalBounds().width/2, guy.getLocalBounds().height/2);
    // guy.setScale(32/24.0,32/24.0);
    guy.setPosition(windowWidth/2,windowHeight/2);

    RectangleShape guyHitBox(Vector2f(guy.getLocalBounds().width, guy.getLocalBounds().height));
    // guyHitBox.setOrigin(guyHitBox.getLocalBounds().width/2, guyHitBox.getLocalBounds().height/2);
    // guyHitBox.setScale(32/24.0,32/24.0);
    guyHitBox.setPosition(guy.getPosition());

    RectangleShape centerScreen(Vector2f(10,10));
    centerScreen.setPosition(windowWidth/2-5,windowHeight/2-5);
    centerScreen.setFillColor(Color(255,0,0));

    // std::cout << sizeof(dirt) << std::endl;
    // std::cout << sizeof(grass) << std::endl;
    
    tiles = new Tile[numTiles];
    for (int i = 0; i < numTiles; i++){
        if(i/columns == 0 || i / columns == rows-1 || i%columns == 0 || i%columns == columns-1){
            tiles[i].setVal(i/columns,i%columns,WALL,false);
        }
        else{
            tiles[i].setVal(i/columns,i%columns,GRASS,true);
        }
    }

    tiles[getTileIndex(5,5)].type = WALL;
    tiles[getTileIndex(5,5)].walkable = false;
    tiles[getTileIndex(6,5)].type = WALL;
    tiles[getTileIndex(6,5)].walkable = false;
    tiles[getTileIndex(7,5)].type = WALL;
    tiles[getTileIndex(7,5)].walkable = false;
    tiles[getTileIndex(8,5)].type = WALL;
    tiles[getTileIndex(8,5)].walkable = false;

    tiles[getTileIndex(5,18)].type = GRASS;
    tiles[getTileIndex(5,18)].walkable = false;
    tiles[getTileIndex(5,18)].chest = true;
    // tiles[getTileIndex(5,18)].chestOpen = true;

    // std::cout << sizeof(tiles[1]) << std::endl;
    
//    tiles[getTileIndex(2, 1)].setColor(Color::White);

    while (window.isOpen()){
        Event event;
        while (window.pollEvent(event)){
            // Close window: exit
            if (event.type == Event::Closed) {
                window.close();
            }
            // Escape pressed: exit
            if (event.type == Event::KeyPressed) {
                if(event.key.code == Keyboard::Escape){
                    window.close();
                }
                if(event.key.code == Keyboard::E){
                    tileAction(guy);
                }
            }
            if (event.type == Event::MouseButtonPressed)
            {
                if (event.mouseButton.button == Mouse::Left)
                {
                    int index = mouseToTile(event.mouseButton.x,event.mouseButton.y);
                    if (index >= 0) {
                        if(tiles[index].chest){
                            tiles[index].toggleState();
                        }
                    }
                }
            }
        }

        if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)){
            facing = UP;
            guy.move(0,-movementSpeed);
            guyPos = guy.getPosition();
            FloatRect guyBox = guy.getLocalBounds();
            tempIndex = mouseToTile(guyPos.x+guyBox.width/2,guyPos.y);
            Tile tempTile = tiles[tempIndex];
            int tempRow = tempTile.row;
            int tempCol = tempTile.col;
            for(int i = tempCol-2; i < tempCol+2; i++){
                // tiles[getTileIndex(tempRow,i)].type = DIRT;
                tempTile = tiles[getTileIndex(tempRow,i)];
                if(!tempTile.walkable){
                    int z1 = (tempTile.x +tempTile.width/2) - (guyPos.x + guyBox.width/2);
                    int z2 = (tempTile.y +tempTile.height/2) - (guyPos.y + guyBox.height/2);
                    int z3 = tempTile.width/2 + guyBox.width/2;
                    int z4 = tempTile.height/2 + guyBox.height/2;
                    if(std::abs(z1) < z3 && std::abs(z2) < z4){
                        // printf("top\n");
                        guyPos = Vector2f(guyPos.x, tempTile.y + tempTile.height+spacing);
                        guy.setPosition(guyPos);
                    }
                }
            }
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)){
            facing = DOWN;
            guy.move(0,movementSpeed);
            guyPos = guy.getPosition();
            FloatRect guyBox = guy.getLocalBounds();
            tempIndex = mouseToTile(guyPos.x+guyBox.width/2,guyPos.y+guyBox.height);
            Tile tempTile = tiles[tempIndex];
            int tempRow = tempTile.row;
            int tempCol = tempTile.col;
            for(int i = tempCol-2; i < tempCol+2; i++){
                // tiles[getTileIndex(tempRow,i)].type = DIRT;
                tempTile = tiles[getTileIndex(tempRow,i)];
                if(!tempTile.walkable){
                    int z1 = (tempTile.x +tempTile.width/2) - (guyPos.x + guyBox.width/2);
                    int z2 = (tempTile.y +tempTile.height/2) - (guyPos.y + guyBox.height/2);
                    int z3 = tempTile.width/2 + guyBox.width/2;
                    int z4 = tempTile.height/2 + guyBox.height/2;
                    if(std::abs(z1) < z3 && std::abs(z2) < z4){
                        // printf("bottom\n");
                        guyPos = Vector2f(guyPos.x, tempTile.y - guyBox.height - spacing);
                        guy.setPosition(guyPos);
                    }
                }
            }
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)){
            facing = LEFT;
            guy.move(-movementSpeed,0);
            guyPos = guy.getPosition();
            FloatRect guyBox = guy.getLocalBounds();
            tempIndex = mouseToTile(guyPos.x,guyPos.y+guyBox.height/2);
            Tile tempTile = tiles[tempIndex];
            int tempRow = tempTile.row;
            int tempCol = tempTile.col;
            for(int i = tempRow-2; i < tempRow+2; i++){
                tempTile = tiles[getTileIndex(i,tempCol)];
                // tiles[getTileIndex(i,tempCol)].type = DIRT;
                if(!tempTile.walkable){
                    int z1 = (tempTile.x +tempTile.width/2) - (guyPos.x + guyBox.width/2);
                    int z2 = (tempTile.y +tempTile.height/2) - (guyPos.y + guyBox.height/2);
                    int z3 = tempTile.width/2 + guyBox.width/2;
                    int z4 = tempTile.height/2 + guyBox.height/2;
                    if(std::abs(z1) < z3 && std::abs(z2) < z4){
                        // printf("left\n");
                        guyPos = Vector2f(tempTile.x + tempTile.width+spacing,guyPos.y);
                        guy.setPosition(guyPos);
                    }
                }
            }
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)){
            facing = RIGHT;
            guy.move(movementSpeed,0);
            guyPos = guy.getPosition();
            FloatRect guyBox = guy.getLocalBounds();
            tempIndex = mouseToTile(guyPos.x+guyBox.width,guyPos.y+guyBox.height/2);
            Tile tempTile = tiles[tempIndex];
            int tempRow = tempTile.row;
            int tempCol = tempTile.col;
            for(int i = tempRow-2; i < tempRow+2; i++){
                // tiles[getTileIndex(i,tempCol)].type = DIRT;
                tempTile = tiles[getTileIndex(i,tempCol)];
                if(!tempTile.walkable){
                    int z1 = (tempTile.x +tempTile.width/2) - (guyPos.x + guyBox.width/2);
                    int z2 = (tempTile.y +tempTile.height/2) - (guyPos.y + guyBox.height/2);
                    int z3 = tempTile.width/2 + guyBox.width/2;
                    int z4 = tempTile.height/2 + guyBox.height/2;
                    if(std::abs(z1) < z3 && std::abs(z2) < z4){
                        // printf("right\n");
                        guyPos = Vector2f(tempTile.x - guyBox.width - spacing,guyPos.y);
                        guy.setPosition(guyPos);
                    }
                }
            }
        }

        guyHitBox.setPosition(guy.getPosition());
        
        calculateFPS();
        
        text.setString(std::to_string(fps));
        closedChest.setPosition(-100,-100);
        openChest.setPosition(-100,-100);

        window.clear(Color(0,0,0));

        for (int i = 0; i < numTiles; i++){
            switch (tiles[i].type){
                case DIRT:
                    dirt.setPosition(tiles[i].x,tiles[i].y);
                    window.draw(dirt);
                    break;
                case GRASS:
                    grass.setPosition(tiles[i].x,tiles[i].y);
                    window.draw(grass);
                    break;
                case WALL:
                    wall.setPosition(tiles[i].x,tiles[i].y);
                    window.draw(wall);
                    break;
            }
            if(tiles[i].chest){
                if(tiles[i].chestOpen){
                    openChest.setPosition(tiles[i].x,tiles[i].y);
                    window.draw(openChest);
                }
                else{
                    closedChest.setPosition(tiles[i].x,tiles[i].y);
                    window.draw(closedChest);
                }
            }
        }
        window.draw(guyHitBox);
        window.draw(guy);
        // window.draw(openChest);
        window.draw(text); //FPS 
        // window.draw(centerScreen);
        
//        window.draw(dirt);

        window.display();
    }

    return EXIT_SUCCESS;
}
Пример #27
0
void Menu::menu(RenderWindow & app, int width, int height) {
	bool musicIsPlaying = true;
	Music music;
	music.openFromFile("sounds/menuMusic.ogg");
	music.setLoop(true);

	Texture menuTexture1, menuTexture2, menuTexture3, aboutTexture, menuBackground;
	menuTexture1.loadFromFile("images/StartGame.png");
	menuTexture2.loadFromFile("images/LeaderBoard.png");
	menuTexture3.loadFromFile("images/exit.png");
	menuBackground.loadFromFile("images/menu.png");
	Sprite menu1(menuTexture1), menu2(menuTexture2), menu3(menuTexture3), menuBg(menuBackground);
	bool isMenu = 1;
	int menuNum = 0;
	menu1.setPosition(400, 300);
	menu2.setPosition(400, 375);
	menu3.setPosition(400, 450);
	menuBg.setPosition(0, 0);

	while (isMenu)
	{
		if (musicIsPlaying)
		{
			music.play();
			musicIsPlaying = false;
		}

		menu1.setColor(Color::White);
		menu2.setColor(Color::White);
		menu3.setColor(Color::White);
		menuNum = 0;
		app.clear(Color(129, 181, 221));

		if (IntRect(400, 300, 300, 50).contains(Mouse::getPosition(app))) 
		{ 
			menu1.setColor(Color::Blue); 
			menuNum = 1; 
		}
		if (IntRect(400, 375, 300, 50).contains(Mouse::getPosition(app))) 
		{
			menu2.setColor(Color::Blue); 
			menuNum = 2; 
		}
		if (IntRect(400, 450, 300, 50).contains(Mouse::getPosition(app))) 
		{
			menu3.setColor(Color::Blue); 
			menuNum = 3; 
		}

		if (Mouse::isButtonPressed(Mouse::Left))
		{
			if (menuNum == 1)
			{
				music.stop();
				const char * filename = "score.txt";
				isMenu = false;
				Game * game = new Game(width, height);
				int score = game->run(app);
				int prevScore;
				ifstream scoreFile;
				scoreFile.open(filename);
				scoreFile >> prevScore;
				scoreFile.close();
				if (score > prevScore)
				{
					ofstream scoreFile;
					scoreFile.open(filename);
					scoreFile << score;
					scoreFile.close();
				}
				isMenu = true;
			}
			//if (menuNum == 2) { window.draw(about); window.display(); while (!Keyboard::isKeyPressed(Keyboard::Escape)); }
			if (menuNum == 3) 
			{ 
				app.close(); isMenu = false; 
			}
			musicIsPlaying = true;
		}

		app.draw(menuBg);
		app.draw(menu1);
		app.draw(menu2);
		app.draw(menu3);
		printTopScore(app);
		app.display();
	}
Пример #28
0
void infoScreen(RenderWindow& window) {

	Sprite background;
	Rectangle menuButton(684, 788, 746, 788);
	background.setTexture(infoNothingHighlighted);

	// load info text
	vector<string> paragraphs;
	ifstream fin;
	fin.open("data\\info.txt");

	if (!fin) {
		cout << "\"info.txt\" could not be opened!\n";
		window.close();
		return;
	}

	while (fin) {
		string temp;
		getline(fin, temp);
		if (!temp.empty()) paragraphs.push_back(temp);
	}

	for (int i = 0; i < paragraphs.size(); i++) {
		textWrap(paragraphs[i], 70);
	}

	vector<Text> messages(paragraphs.size());
	vector<RectangleShape> recs(paragraphs.size());
	
	for (int i = 0; i < paragraphs.size(); i++) {
		messages[i].setString(paragraphs[i]);
		messages[i].setColor(Color(218, 255, 180));
		messages[i].setCharacterSize(17);
		messages[i].setFont(infoFont);

		recs[i].setSize(Vector2f(messages[i].getLocalBounds().width + 23,
			messages[i].getLocalBounds().height + 30));
		recs[i].setFillColor(Color(0, 17, 16, 170));
		recs[i].setOutlineColor(Color(0, 255, 180));
		recs[i].setOutlineThickness(1);
	}
	
	// position and draw text boxes
	messages[0].setPosition(Vector2f(int(400 - messages[0].getLocalBounds().width / 2), 230));
	recs[0].setPosition(Vector2f(messages[0].getPosition().x - 10, messages[0].getPosition().y - 10));
	
	for (int i = 1; i < messages.size(); i++) {
		messages[i].setPosition(Vector2f(int(400 - messages[i].getLocalBounds().width / 2),
			messages[i-1].getPosition().y + messages[i-1].getLocalBounds().height + 10 + 50));
		recs[i].setPosition(Vector2f(messages[i].getPosition().x - 10, messages[i].getPosition().y - 10));

	}

	for (int i = 0; i < messages.size(); i++) {
		window.draw(recs[i]);
		window.draw(messages[i]);
	}


	// event loop
	window.draw(background);
	window.display();
	
	Event event;
	while (true) {
		window.pollEvent(event);

		if (hovering(window, menuButton, event)) {
			background.setTexture(infoMenuHighlighted);
			window.draw(background);
			for (int i = 0; i < messages.size(); i++) {
				window.draw(recs[i]);
				window.draw(messages[i]);
			}
			window.display();
		}
		else {
			background.setTexture(infoNothingHighlighted);
			window.draw(background);
			for (int i = 0; i < messages.size(); i++) {
				window.draw(recs[i]);
				window.draw(messages[i]);
			}
			window.display();
		}

		if (event.type == Event::Closed) {
			window.close();
			return;
		}

		if (wasClicked(window, menuButton, event)) {
			return;
		}
	}
}
Пример #29
0
void menu(RenderWindow &window)
 {
	 Texture menuText1, menuText2, menuText3, menuBackground;
	 menuBackground.loadFromFile("images/menu1.jpg");
	 menuText2.loadFromFile("images/cat.jpg");
	 Sprite menuLoad(menuText2);
	 Sprite menuBg(menuBackground);
	 bool isMenu = 1;
	 int menuNum = 0;
	 menuBg.setPosition(0,0);
	 Music music;
	 music.openFromFile("music/menu.ogg");
	 music.play();

	 Font font;
	 font.loadFromFile("dumb.ttf");
	 Text text("", font, 38); text.setStyle(Text::Bold);
	 Text text2("", font, 38); text2.setStyle(Text::Bold);
	 Text text3("", font, 38); text3.setStyle(Text::Bold);
	 text.setString("New Game");
	 text2.setString("Load");
	 text3.setString("Exit");
	 text.setPosition(485, 410);
	 text2.setPosition(550, 450);
	 text3.setPosition(550,568);


	 while(isMenu)
	 {
		text.setColor(Color(254,150,121));
		text2.setColor(Color(254,150,121));
		text3.setColor(Color(254,150,121));
		menuNum = 0;

		 window.clear(Color(129,181,221));
		 //New Game
		 if(IntRect(500,410,200,60).contains(Mouse::getPosition(window)))
		 {
			 text.setColor(Color(98,198,223));
			 menuNum = 1;
		 }
		 //Load Game
		 if(IntRect(550,488,200,60).contains(Mouse::getPosition(window)))
		 {
			 text2.setColor(Color(98,198,223));
			 menuNum = 2;
		 }
		 //Exit
		 if(IntRect(500,564,200,60).contains(Mouse::getPosition(window)))
		 {
			 text3.setColor(Color(98,198,223));
			 menuNum = 3;
		 }


		if(Mouse::isButtonPressed(Mouse::Left))
		{
			if(menuNum == 1)
			{
				music.stop();
				return;
			}
			if(menuNum == 2)
			{
				window.draw(menuLoad);
				window.display();
				while(!Keyboard::isKeyPressed(Keyboard::Escape))
				{;}
			}
			if(menuNum == 3)
			{
				music.stop();
				window.close();
				isMenu = false;
			}
		}
		 window.draw(menuBg);
		 window.draw(text);
		 window.draw(text2);
		 window.draw(text3);
		 window.display();
	 }
 }
Пример #30
0
int main()
{
    // Creates the window to show your game
    RenderWindow *window;
    window = new RenderWindow(VideoMode(800, 600),"Ping Pong");
    window->setFramerateLimit (25);

    Sprite *background = new Sprite(); // a pointer for sprite
    Texture bg; // bgtex to store the texture

	if(!bg.loadFromFile("assets/background.png")) // Loads image as texture. Image must at least be 610 x 600
		std::cout<<"\nError loading image";
	else
		background->setTexture (bg);   // you set the texture to the sprite

	// Use setTextureRect() function to set the texture to some of the window
	background->setTextureRect (IntRect (0, 0, 610, 600));

    //Initialize the game objects
    onCreate ();

    // The Game Loop

    while (window->isOpen ())
    {
        // check all the window's events that were triggered since the last iteration of the loop
        Event event;
        while (window->pollEvent (event))
        {
            //Window is closed or 'Esc' key is pressed
            if (event.type == Event::Closed || (event.type == Event::KeyPressed && event.key.code == Keyboard::Escape))
                window->close ();
        }

		//checks User input
        InputHandler (window);

		//update positions,scores etc.
        GameUpdate ();

		//perform AI operations
       	AIOperation ();

        //Clears the window every frame to render updated positions. MUST DO
        window->clear (sf::Color::White);

	    //Draw the background image
		window->draw (*background);

        //Draw everything else here
        Display (window);

		//Check score
		ScoreManager (window);

		if (ResultManager (window) ) onEnd ();

		//Display everything on the Window
        window->display();
    }

	//free memory
	delete background;
	delete window;

    return 0;
}