Пример #1
0
void radarStateClass::update(sf::RenderWindow& window)
{
    sf::Event event;

    while(window.pollEvent(event))
    {
        if(event.type == sf::Event::Closed)
        {
            window.close();
            return;
        }
        else if(event.type == sf::Event::KeyPressed)
        {
            if(event.key.code == sf::Keyboard::Tab)
            {
                stopScan();
                global::activeGameStateStack->pop();
                return;
            }
        }
    }

    ++currentFrame;

    if(currentFrame > numberOfWaitFrame)
    {
        currentFrame = 0;
    }

    if(currentFrame == 0)
    {
        for(auto circleIte = listOfCircle.begin(); circleIte != listOfCircle.end(); )
        {
            if(circleIte->getOutlineThickness() < maxThickness)
            {
                circleIte->setOutlineThickness(circleIte->getOutlineThickness() + 1);

                if(circleIte->getOutlineThickness() >= maxThickness)
                {
                    circleIte->setFillColor(sf::Color::Transparent);
                }
            }
            else
            {
                circleIte->setRadius(circleIte->getRadius() + 0.1);
            }

            if(circleIte->getRadius() > maxRadius)
            {
                listOfCircle.erase(circleIte++);
                continue;
            }

            circleIte->setOrigin(circleIte->getRadius(), circleIte->getRadius());

            ++circleIte;
        }
    }

    if(scannerTimer.getElapsedTime().asSeconds() > timeBetweenScan && inScan == false)
    {
        startScan();
    }

    if(inScan == true)
    {
        moveScannerAndScan();
    }

    global::activeGameStateStack->oldUpdate(window);
}
Пример #2
0
int main() {
	sf::ContextSettings settings;
	settings.antialiasingLevel = 8; //smoother shapes
	window.create(sf::VideoMode(800, 600), "AKB48 Ongaku Geimu (alpha) v0.4", sf::Style::Default, settings);
	window.setVerticalSyncEnabled(true);

	/*
	window.setMouseCursorVisible(false); // Hide cursor
	sf::View fixed = window.getView(); // Create a fixed view

	// Load image and create sprite
	sf::Texture mouseTexture;
	mouseTexture.loadFromFile("cursors/mayuyu.png");
	sf::Sprite mouseSprite(mouseTexture);
	mouseSprite.rotate(-45);
	*/

	srand(time(NULL)); //seed random based on time

	//load fonts
	sf::Font gameFont;
	if (!gameFont.loadFromFile("gothic.ttf")) {
		//error
		std::cout << "Cannot load font\n";
	}
	sf::Font japaneseFont;
	if (!japaneseFont.loadFromFile("msmincho.ttc")) {
		//error
		std::cout << "Cannot load font\n";
	}

	//load background
	sf::Texture backTexture;
	if (!backTexture.loadFromFile("title_screen.png")) {
		//error
	}
	backTexture.setSmooth(true);
	backTexture.setRepeated(false);
	sf::Sprite backSprite;
	backSprite.setTexture(backTexture);
	backSprite.setColor(sf::Color(255, 255, 255, 224)); //semi-transparent

	//Load title text
	sf::Text titleText;
	titleText.setCharacterSize(50);

	//load buttons
	sf::RectangleShape startButton(sf::Vector2f(300,100));
	startButton.setFillColor(sf::Color(200, 50, 5, 128));
	startButton.setOutlineThickness(5);
	startButton.setOutlineColor(sf::Color(200, 50, 5, 128));
	startButton.setPosition(250, 250);

	sf::RectangleShape createButton(sf::Vector2f(300, 100));
	createButton.setFillColor(sf::Color(10, 150, 55, 192));
	createButton.setOutlineThickness(5);
	createButton.setOutlineColor(sf::Color(10, 150, 55, 192));
	createButton.setPosition(250, 400);

	//load button text
	sf::Text startText;
	startText.setCharacterSize(50);

	sf::Text createText;
	createText.setCharacterSize(40);

	//load music player graphics
	//music player black container
	sf::RectangleShape musicBox(sf::Vector2f(311, 30));
	musicBox.setFillColor(sf::Color(32, 32, 32, 224));
	musicBox.setPosition(sf::Vector2f(484, 565));
	//play button
	sf::CircleShape playButton;
	playButton.setPointCount(3);
	playButton.setRotation(210);
	playButton.setRadius(10);
	playButton.setFillColor(sf::Color(224, 224, 224, 224));
	playButton.setOutlineColor(sf::Color(128, 128, 128, 224));
	playButton.setPosition(sf::Vector2f(498, 593));
	//stop button
	sf::CircleShape stopButton;
	stopButton.setPointCount(4);
	stopButton.setRadius(11);
	stopButton.setRotation(45);
	stopButton.setFillColor(sf::Color(224, 224, 224, 224));
	stopButton.setOutlineColor(sf::Color(128, 128, 128, 224));
	stopButton.setPosition(sf::Vector2f(523, 565));
	//skip left button
	sf::CircleShape skipLeftButton;
	skipLeftButton.setPointCount(3);
	skipLeftButton.setRotation(30);
	skipLeftButton.setRadius(5);
	skipLeftButton.setFillColor(sf::Color(224, 224, 224, 224));
	skipLeftButton.setOutlineColor(sf::Color(128, 128, 128, 224));
	//skip right button
	sf::CircleShape skipRightButton;
	skipRightButton.setPointCount(3);
	skipRightButton.setRotation(210);
	skipRightButton.setRadius(5);
	skipRightButton.setFillColor(sf::Color(224, 224, 224, 224));
	skipRightButton.setOutlineColor(sf::Color(128, 128, 128, 224));
	//music text used for displaying time and song title
	sf::Text musicText;
	musicText.setFont(gameFont);
	musicText.setCharacterSize(12);
	//duration bar
	sf::RectangleShape timeDurBar(sf::Vector2f(100, 10));
	timeDurBar.setFillColor(sf::Color(160, 160, 160, 224));
	timeDurBar.setPosition(sf::Vector2f(632, 582));
	//current time bar
	sf::RectangleShape curTimeBar(sf::Vector2f(5, 12));
	curTimeBar.setFillColor(sf::Color(224, 224, 224, 224));
	//song name bar container
	sf::RectangleShape songNameBar(sf::Vector2f(170,10));
	songNameBar.setFillColor(sf::Color(16, 16, 16, 160));
	songNameBar.setPosition(sf::Vector2f(597, 568));
	//volume container
	sf::RectangleShape volBar(sf::Vector2f(20,24));
	volBar.setFillColor(sf::Color(16, 16, 16, 160));
	volBar.setPosition(sf::Vector2f(772, 568));
	//current volume
	sf::RectangleShape curVolBar;
	curVolBar.setFillColor(sf::Color(224, 224, 224, 224));
	//divider for buttons
	sf::RectangleShape buttonDivider(sf::Vector2f(2, 30));
	buttonDivider.setFillColor(sf::Color(160, 160, 160, 224));

	//randomly play music on title screen
	bool musicPermaStop = false; //permanently stops music (do not play next music) if stop button was pressed
	std::deque<std::string> previousPlayedSongs; //holds previous played songs (for skip left button)
	sf::Music music;
	std::string titleMusic[5] = { "Heavy Rotation", "Aitakatta", "Koi Suru Fortune Cookie", "Halloween Night", "Yankee Machine Gun" };
	std::string musicChoice = titleMusic[rand() % 5];
	if (!music.openFromFile(musicChoice + ".ogg")) {
		return -1; // error
	}
	music.setVolume(50);
	music.play();

	while (window.isOpen()) {
		//window.setMouseCursorVisible(false); // Hide cursor whenever we return to the title screen
		//if music ended, pick another song from our title screen jukebox (could be the same song again)
		if (music.getStatus() == 0 && !musicPermaStop) {
			previousPlayedSongs.push_back(musicChoice); //finished playing current song, push it to previous played song list
			musicChoice = titleMusic[rand() % 5];
			if (!music.openFromFile(musicChoice + ".ogg")) {
				return -1; // error
			}
			music.play();
		}

		sf::Event event;
		while (window.pollEvent(event)) {
			if (event.type == sf::Event::TextEntered) {
				std::cout << event.text.unicode << "\n"; //debug
			}
			if (event.type == sf::Event::MouseMoved) {
				sf::Vector2i localPos = sf::Mouse::getPosition(window);

				if (localPos.x >= 250 && localPos.x <= 550
					&& localPos.y >= 250 && localPos.y <= 350) {
					//start button
					startButton.setFillColor(sf::Color(200, 50, 5, 224));
					startButton.setOutlineColor(sf::Color(200, 50, 5, 224));
				}
				else if (localPos.x >= 250 && localPos.x <= 550
					&& localPos.y >= 400 && localPos.y <= 500) {
					//create button
					createButton.setFillColor(sf::Color(10, 150, 55, 224));
					createButton.setOutlineColor(sf::Color(10, 150, 55, 224));
				}
				else if (localPos.x >= 484 && localPos.x <= 509
					&& localPos.y >= 565 && localPos.y <= 595) {
					//play button
					playButton.setFillColor(sf::Color(35, 149, 207, 224));
					//reset colors of other buttons
					stopButton.setFillColor(sf::Color(224, 224, 224, 224));
					skipLeftButton.setFillColor(sf::Color(224, 224, 224, 224));
					skipRightButton.setFillColor(sf::Color(224, 224, 224, 224));
				}
				else if (localPos.x >= 511 && localPos.x <= 536
					&& localPos.y >= 565 && localPos.y <= 595) {
					//stop button
					stopButton.setFillColor(sf::Color(35, 149, 207, 224));
					//reset colors of other buttons
					playButton.setFillColor(sf::Color(224, 224, 224, 224));
					skipLeftButton.setFillColor(sf::Color(224, 224, 224, 224));
					skipRightButton.setFillColor(sf::Color(224, 224, 224, 224));
				}
				else if (localPos.x >= 538 && localPos.x <= 563
					&& localPos.y >= 565 && localPos.y <= 595) {
					//skip left button
					skipLeftButton.setFillColor(sf::Color(35, 149, 207, 224));
					//reset colors of other buttons
					playButton.setFillColor(sf::Color(224, 224, 224, 224));
					stopButton.setFillColor(sf::Color(224, 224, 224, 224));
					skipRightButton.setFillColor(sf::Color(224, 224, 224, 224));
				}
				else if (localPos.x >= 565 && localPos.x <= 590
					&& localPos.y >= 565 && localPos.y <= 595) {
					//skip right button
					skipRightButton.setFillColor(sf::Color(35, 149, 207, 224));
					//reset colors of other buttons
					playButton.setFillColor(sf::Color(224, 224, 224, 224));
					stopButton.setFillColor(sf::Color(224, 224, 224, 224));
					skipLeftButton.setFillColor(sf::Color(224, 224, 224, 224));
				}
				else {
					//reset colors
					startButton.setFillColor(sf::Color(200, 50, 5, 192));
					createButton.setFillColor(sf::Color(10, 150, 55, 192));
					startButton.setOutlineColor(sf::Color(200, 50, 5, 192));
					createButton.setOutlineColor(sf::Color(10, 150, 55, 192));
					playButton.setFillColor(sf::Color(224, 224, 224, 224));
					stopButton.setFillColor(sf::Color(224, 224, 224, 224));
					skipLeftButton.setFillColor(sf::Color(224, 224, 224, 224));
					skipRightButton.setFillColor(sf::Color(224, 224, 224, 224));
				}
			}
			if (event.type == sf::Event::MouseButtonPressed && event.mouseButton.button == sf::Mouse::Left) {
				sf::Vector2i localPos = sf::Mouse::getPosition(window);

				if (localPos.x >= 250 && localPos.x <= 550
					&& localPos.y >= 250 && localPos.y <= 350) {
					//start button
					//std::cout << "Starting campaign\n"; //debug
					music.stop();
					//window.setMouseCursorVisible(true);
					song_selection(&window, "battle");
				}
				else if (localPos.x >= 250 && localPos.x <= 550
					&& localPos.y >= 400 && localPos.y <= 500) {
					//create button
					//std::cout << "Starting beat maker\n"; //debug
					music.stop();
					//window.setMouseCursorVisible(true);
					song_selection(&window, "make");
				}
				else if (localPos.x >= 484 && localPos.x <= 509
					&& localPos.y >= 565 && localPos.y <= 595) {
					//play button
					std::cout << "status code: " << music.getStatus() << "\n"; //debug
					if (music.getStatus() == 0 || music.getStatus() == 1) {
						std::cout << "\ttrying to play music\n"; //debug
						music.play();
						musicPermaStop = false;
					}
					else if (music.getStatus() == 2) {
						std::cout << "\ttrying to pause music\n"; //debug
						music.pause();
						musicPermaStop = false;
					}
					std::cout << "\tcode now: " << music.getStatus() << "\n"; //debug
				}
				else if (localPos.x >= 511 && localPos.x <= 536
					&& localPos.y >= 565 && localPos.y <= 595) {
					//stop button
					std::cout << "stopping music\n"; //debug
					music.stop();
					musicPermaStop = true;
					std::cout << "\tcode now: " << music.getStatus() << "\n"; //debug
				}
				else if (localPos.x >= 538 && localPos.x <= 563
					&& localPos.y >= 565 && localPos.y <= 595) {
					//skip left button
					if (previousPlayedSongs.size() > 0) {
						//play the most recent previously played song
						music.stop();
						musicChoice = previousPlayedSongs.back();
						previousPlayedSongs.pop_back();
						music.openFromFile(musicChoice + ".ogg");
						music.play();
					}
					else {
						music.setPlayingOffset(sf::milliseconds(0)); //just reset current song if we don't have any previous played songs
					}
				}
				else if (localPos.x >= 565 && localPos.x <= 590
					&& localPos.y >= 565 && localPos.y <= 595) {
					//skip right button
					music.stop();
				}
				else if (localPos.x >= 632 && localPos.x <= 732
					&& localPos.y >= 582 && localPos.y <= 592) {
					//set playing offset for music
					float xDelta = localPos.x - timeDurBar.getPosition().x;
					float timeMultiplier = xDelta / timeDurBar.getSize().x;
					music.setPlayingOffset(sf::milliseconds( int(music.getDuration().asMilliseconds() * timeMultiplier) ));
				}
				else if (localPos.x >= volBar.getPosition().x && localPos.x <= volBar.getPosition().x + volBar.getSize().x
					&& localPos.y >= volBar.getPosition().y && localPos.y <= volBar.getPosition().y + volBar.getSize().y) {
					//set volume
					float yDelta = localPos.y - volBar.getPosition().y;
					float volMultiplier = (volBar.getSize().y - yDelta) / volBar.getSize().y;
					const int maxVolume = 100.0;
					music.setVolume(maxVolume * volMultiplier);
				}
			}
			if (event.type == sf::Event::Closed) {
				window.close();
			}
		}

		//drawing stage
		window.clear(sf::Color::Black);

		window.draw(backSprite);

		titleText.setFont(gameFont);
		titleText.setString("AKB48");
		titleText.setPosition(200, 20);
		window.draw(titleText);
		
		//hacky-ish way of displaying unicode non-English characters on the title screen
		//this is hardcoded, so can't do this for long japanese inputs
		sf::Uint32 titleUniCharList[5] = { sf::Uint32(38899), sf::Uint32(27005), sf::Uint32(12466), sf::Uint32(12452), sf::Uint32(12512) };
		titleText.setFont(japaneseFont);
		for (int i = 0; i < 5; i++) {
			titleText.setString(titleUniCharList[i]);
			titleText.setPosition(300 + 50 * (i+1), 20);
			window.draw(titleText);
		}
		
		window.draw(startButton);
		window.draw(createButton);

		//hacky-ish way of displaying unicode non-English characters on the title screen
		//this is hardcoded, so can't do this for long japanese inputs
		sf::Uint32 startUniCharList[6] = { sf::Uint32(12461), sf::Uint32(12515), sf::Uint32(12531), sf::Uint32(12506), sf::Uint32(12540), sf::Uint32(12531) };
		startText.setFont(japaneseFont);
		for (int i = 0; i < 6; i++) {
			startText.setString(startUniCharList[i]);
			startText.setPosition(250 + 50 * i, 265);
			window.draw(startText);
		}
		//hacky-ish way of displaying unicode non-English characters on the title screen
		//this is hardcoded, so can't do this for long japanese inputs
		sf::Uint32 createUniCharList[7] = { sf::Uint32(12499), sf::Uint32(12540), sf::Uint32(12488), sf::Uint32(12513), sf::Uint32(12540), sf::Uint32(12459), sf::Uint32(12540) };
		createText.setFont(japaneseFont);
		for (int i = 0; i < 7; i++) {
			createText.setString(createUniCharList[i]);
			createText.setPosition(260 + 40 * i, 420);
			window.draw(createText);
		}

		//draw music player
		window.draw(musicBox);
		window.draw(playButton);
		buttonDivider.setPosition(sf::Vector2f(509, 565));
		window.draw(buttonDivider);
		window.draw(stopButton);
		buttonDivider.setPosition(sf::Vector2f(536, 565));
		window.draw(buttonDivider);
		skipLeftButton.setPosition(sf::Vector2f(544, 572));
		window.draw(skipLeftButton);
		skipLeftButton.setPosition(sf::Vector2f(554, 572));
		window.draw(skipLeftButton);
		buttonDivider.setPosition(sf::Vector2f(563, 565));
		window.draw(buttonDivider);
		skipRightButton.setPosition(sf::Vector2f(574, 585));
		window.draw(skipRightButton);
		skipRightButton.setPosition(sf::Vector2f(584, 585));
		window.draw(skipRightButton);
		buttonDivider.setPosition(sf::Vector2f(590, 565));
		window.draw(buttonDivider);
		window.draw(timeDurBar);
		//calculate position of curTimeBar based on current position in the song
		sf::Time musicCurTime = music.getPlayingOffset();
		sf::Time musicTotalDur = music.getDuration();
		curTimeBar.setPosition(sf::Vector2f(632 +
			(float(musicCurTime.asMilliseconds())/musicTotalDur.asMilliseconds()) *
			(timeDurBar.getSize().x-curTimeBar.getSize().x), 581));
		window.draw(curTimeBar);
		window.draw(songNameBar);
		//display song title
		musicText.setPosition(sf::Vector2f(597, 565));
		musicText.setString(musicChoice);
		window.draw(musicText);
		//display current time in song
		musicText.setPosition(sf::Vector2f(597, 580));
		std::string leftSideCurTime = std::to_string(int(musicCurTime.asSeconds()) / 60);
		if (leftSideCurTime.length() == 1) {
			leftSideCurTime = "0" + leftSideCurTime;
		}
		std::string rightSideCurTime = std::to_string(int(musicCurTime.asSeconds()) % 60);
		if (rightSideCurTime.length() == 1) {
			rightSideCurTime = "0" + rightSideCurTime;
		}
		musicText.setString(leftSideCurTime + ":" + rightSideCurTime);
		window.draw(musicText);
		//display total song duration
		musicText.setPosition(sf::Vector2f(737, 580));
		std::string leftSideTotalDur = std::to_string(int(musicTotalDur.asSeconds()) / 60);
		if (leftSideTotalDur.length() == 1) {
			leftSideTotalDur = "0" + leftSideTotalDur;
		}
		std::string rightSideTotalDur = std::to_string(int(musicTotalDur.asSeconds()) % 60);
		if (rightSideTotalDur.length() == 1) {
			rightSideTotalDur = "0" + rightSideTotalDur;
		}
		musicText.setString(leftSideTotalDur + ":" + rightSideTotalDur);
		window.draw(musicText);
		window.draw(volBar);
		const float maxVolume = 100.0;
		float curVolume = music.getVolume();
		curVolBar.setSize(sf::Vector2f(volBar.getSize().x, volBar.getSize().y * curVolume/maxVolume));
		curVolBar.setPosition(sf::Vector2f(volBar.getPosition().x, volBar.getPosition().y + volBar.getSize().y - curVolBar.getSize().y));
		window.draw(curVolBar);

		/*
		// Set mouse sprite position        
		mouseSprite.setPosition(static_cast<sf::Vector2f>(sf::Mouse::getPosition(window)));
		window.draw(mouseSprite);
		*/

		window.display();
	}
	return 0;
}
Пример #3
0
void editLevelStateClass::update(sf::RenderWindow& window)
{
    sf::Event event;

    while(window.pollEvent(event))
    {
        if(event.type == sf::Event::Closed)
        {
            window.close();
        }
        else if(event.type == sf::Event::KeyPressed)
        {
            switch(event.key.code)
            {
                case sf::Keyboard::Escape:
                {
                    setNoMode();
                    break;
                }
                case sf::Keyboard::A:
                {
                    drawAllFloor = !drawAllFloor;
                    break;
                }
                case sf::Keyboard::F:
                {
                    setAddFloorMode();
                    break;
                }
                case sf::Keyboard::W:
                {
                    setAddWallMode("WALL");
                    break;
                }
                case sf::Keyboard::X:
                {
                    setAddWallMode("STICKMAN_WALL");
                    break;
                }
                case sf::Keyboard::P:
                {
                    currentMode = PLACE_PLAYER;
                    break;
                }
                case sf::Keyboard::Return:
                {
                    returnPressed();
                    break;
                }
                case sf::Keyboard::BackSpace:
                {
                    backspacePressed();
                    break;
                }
                case sf::Keyboard::Delete:
                {
                    deletePressed();
                    break;
                }
                case sf::Keyboard::LShift:
                {
                    speedFactor = 5;
                    break;
                }
                case sf::Keyboard::O:
                {
                    saveLevel();
                    break;
                }
                case sf::Keyboard::I:
                {
                    loadLevel();
                    break;
                }
                case sf::Keyboard::H:
                {
                    moveAllLevel(-1, 0);
                    break;
                }
                case sf::Keyboard::J:
                {
                    moveAllLevel(0, 1);
                    break;
                }
                case sf::Keyboard::K:
                {
                    moveAllLevel(0, -1);
                    break;
                }
                case sf::Keyboard::L:
                {
                    moveAllLevel(1, 0);
                    break;
                }
                case sf::Keyboard::F10:
                {
                    global::activeGameStateStack->set(new mainMenuStateClass());
                    return;
                }
                case sf::Keyboard::Add:
                {
                    if(static_cast<unsigned int>(currentFloor - 1) < listOfFloor.size())
                    {
                        ++currentFloor;
                    }
                    break;
                }
                case sf::Keyboard::Subtract:
                {
                    if(currentFloor > 0)
                    {
                        --currentFloor;
                    }
                    break;
                }
                case sf::Keyboard::B:
                {
                    if(chooseNameOfLevel == false)
                    {
                        chooseNameOfLevel = true;
                        tmpIndexOfLevel = currentIndexOfLevel;
                    }
                    else
                    {
                        --tmpIndexOfLevel;
                        if(tmpIndexOfLevel < 0)
                        {
                            tmpIndexOfLevel = listOfLevel.size() - 1;
                        }
                    }
                    nameOfLevelTextHasChanged();
                    break;
                }
                case sf::Keyboard::N:
                {
                    if(chooseNameOfLevel == false)
                    {
                        chooseNameOfLevel = true;
                        tmpIndexOfLevel = currentIndexOfLevel;
                    }
                    else
                    {
                        ++tmpIndexOfLevel;
                        if(static_cast<unsigned int>(tmpIndexOfLevel) >= listOfLevel.size())
                        {
                            tmpIndexOfLevel = 0;
                        }
                    }
                    nameOfLevelTextHasChanged();
                    break;
                }
                case sf::Keyboard::M:
                {
                    if(chooseNameOfLevel == true)
                    {
                        chooseNameOfLevel = false;
                        currentIndexOfLevel = tmpIndexOfLevel;
                        loadThisLevel(listOfLevel[currentIndexOfLevel]);
                    }
                    break;
                }
                default:
                {
                    break;
                }
            }
        }
        else if(event.type == sf::Event::KeyReleased)
        {
            if(event.key.code == sf::Keyboard::LShift)
            {
                speedFactor = 1;
            }
        }
        else if(event.type == sf::Event::MouseButtonPressed)
        {
            if(event.mouseButton.button == sf::Mouse::Left)
            {
                leftClick(view.getCenter().x - ((WIDTH_SCREEN / 2) * zoomLevel) + event.mouseButton.x * zoomLevel,
                          view.getCenter().y - ((HEIGHT_SCREEN / 2) * zoomLevel) + event.mouseButton.y * zoomLevel);
            }
            else if(event.mouseButton.button == sf::Mouse::Right)
            {
                rightClick(view.getCenter().x - ((WIDTH_SCREEN / 2) * zoomLevel) + event.mouseButton.x * zoomLevel,
                          view.getCenter().y - ((HEIGHT_SCREEN / 2) * zoomLevel) + event.mouseButton.y * zoomLevel);
            }
        }
        else if(event.type == sf::Event::MouseWheelMoved)
        {
            zoomView(event.mouseWheel.delta);
        }

        if(event.type == sf::Event::TextEntered)
        {
            char character = static_cast<char>(event.text.unicode);

            if(character >= 48 && character <= 57 && currentMode == NO_MODE)
            {
                if(character - 48 < static_cast<char>(listOfFloor.size()))
                {
                    currentFloor = character - 48;
                }
            }
        }
    }

    if(sf::Keyboard::isKeyPressed(sf::Keyboard::Q))
    {
        moveView(-speedView * zoomLevel - 1, 0);
    }
    if(sf::Keyboard::isKeyPressed(sf::Keyboard::D))
    {
        moveView(speedView * zoomLevel + 1, 0);
    }
    if(sf::Keyboard::isKeyPressed(sf::Keyboard::Z))
    {
        moveView(0, -speedView * zoomLevel - 1);
    }
    if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
    {
        moveView(0, speedView * zoomLevel + 1);
    }

    if(chooseNameOfLevel == true)
    {
        updateNameOfLevelText();
    }
}
Пример #4
0
void Solo::afficher(sf::RenderWindow& fenetre) {
    sf::Event e;
    while (fenetre.pollEvent(e)) {
        if (e.type == sf::Event::KeyPressed) {
            if (e.key.code == sf::Keyboard::P) {
                m_solo = m_pause;
                this->pause(fenetre);
            }
            if(e.key.code == sf::Keyboard::Escape)
            {
                m_solo = m_quitter;
                return;
            }
        }
        sf::Font font;
        sf::Text textVie, textScore, sfScore;
        Joueur joueur;
        Alien ali;
        Bouclier boucli;
        Missile miss;
        Collision col;
        sf::Texture fond;
        fond.loadFromFile("ressource/fond.png");
        fond.setSmooth(true);
        sf::Sprite fond_jeu;
        fond_jeu.setTexture(fond);

        float x = 36.00, y = 70.00, yPlus = 45.00;

        int boool = 1, depVaisseauX = 0, cpt1, depAlienX = 0, depAlienY = -50,
                depHorizontal = 0, ok = 5, depMissileY = 525, depMissileX = 0,
                missileVaisseauOk = 2, depMissileAlienX, depMissileAlienY = 0,
                missileAlienOk = 0, viesJoueur = joueur.getNbVie(), score = 000;

        sf::Sprite tabAlien[5][11], tabAlienBis[5][11], tabBouclier[3][16],
                spriteVaisseau, spriteVaisseauExplose, spriteMissileVaisseau,
                spriteMissileAlien, vie1, vie2, vie3;

        sf::Vector2f vecBou, vecAli, vecVai;

        sf::Sound soundExplosionVaisseau, soundTire, soundExplosionAlien;

        //On ajoute 1 vaisseau pour chaque vie.
        vie1 = joueur.ajouterVaisseau(spriteVaisseau, 440, 5);
        vie2 = joueur.ajouterVaisseau(spriteVaisseau, 490, 5);
        vie3 = joueur.ajouterVaisseau(spriteVaisseau, 540, 5);

        // Ligne en dessous de score
        sf::RectangleShape borderTop;
        borderTop.setSize(sf::Vector2f(600, 5));
        borderTop.setPosition(0, 35);
        borderTop.setFillColor(sf::Color(240, 248, 255));

        sf::RectangleShape borderBottom;
        borderBottom.setSize(sf::Vector2f(600, 30));
        borderBottom.setPosition(0, 570);
        borderBottom.setFillColor(sf::Color(240, 248, 255));

        bool tabAlienSup[5][11], tabBouclierSup[3][16], explose = false;
        //Tableau des aliens éliminés, false si éliminé.
        for (int j = 0; j < 5; j++) {
            for (int i = 0; i < 11; i++) {
                tabAlienSup[j][i] = true;
            }
        }

        //Tableau des boucliers détruits, false si détruit.
        for (int j = 0; j < 3; j++) {
            for (int i = 0; i < 16; i++) {
                tabBouclierSup[j][i] = true;
            }
        }

        sf::SoundBuffer bufferExplosionVaisseau, bufferTire, bufferExplosionAlien;
        if (!bufferExplosionVaisseau.loadFromFile("ressource/vaisseauExplosion.wav")) {
            std::cout << "Erreur durant le chargement de vaisseauExplosion.wav" << std::endl;
        }
        else {
            soundExplosionVaisseau.setBuffer(bufferExplosionVaisseau);
        }

        if (!bufferExplosionAlien.loadFromFile("ressource/alienExplosion.wav")) {
            std::cout << "Erreur durant le chargement de alienExplosion.wav" << std::endl;
        }
        else {
            soundExplosionAlien.setBuffer(bufferExplosionAlien);
        }

        if (!bufferTire.loadFromFile("ressource/tire.wav")) {
            std::cout << "Erreur durant le chargement de tire.wav" << std::endl;
        }
        else {
            soundTire.setBuffer(bufferTire);
        }

        ali.alien.setSmooth(true);
        joueur.vaisseau.setSmooth(true);
        boucli.bouclier.setSmooth(true);

        int jeuFini = 0;

        while (fenetre.isOpen()) {

            if (!font.loadFromFile("ressource/fonts.ttf")) {
                std::cout << "Erreur durant le chargement de ficher fonts.ttf" << std::endl;
            }
            else {
                textScore.setFont(font);
                textScore.setString("Score : ");
                textScore.setCharacterSize(30);
                textScore.setPosition(10, 0);
                textScore.setStyle(sf::Text::Bold);
		
                std::string scoreString;
                std::ostringstream os;
                os << score;
                scoreString = os.str();

                sfScore.setFont(font);
                sfScore.setString(scoreString);
                sfScore.setCharacterSize(25);
                sfScore.setPosition(140, 5);
                sfScore.setColor(sf::Color(255, 255, 255));
                sfScore.setStyle(sf::Text::Bold);
		
                textVie.setFont(font);
                textVie.setString("Vies: ");
                textVie.setCharacterSize(30);
                textVie.setPosition(365, 0);
                textVie.setStyle(sf::Text::Bold);
            }
            //Si le joueur atteint 0 point de vie:
            if (viesJoueur == 0) {
                std::cout << "!!!!! GAME OVER !!!!!" << std::endl;
		
		std::ifstream fichierLire("ressource/record.txt", std::ios::in); // on ouvre le fichier en lecture.
		if(fichierLire)
		  {
		    int contenu = 0;
		    fichierLire >> contenu;
		      if(score < contenu)
			score = contenu;
		      fichierLire.close();
		  }
		else
		  std::cout << "fichier record.txt introuvable." << std::endl;
		
		std::ofstream fichierEcrire("ressource/record.txt", std::ios::out | std::ios::trunc); // on ouvre le fichier en lecture.
		if(fichierEcrire) // si réussi
		  {
		    fichierEcrire << score;
		    fichierEcrire.close();
		  }
		else
		  std::cout << "fichier record.txt introuvable." << std::endl;
                m_solo = m_fin;
                return;
            }


            //On parcours le tableau des aliens éliminés.
            for (int j = 0; j < 5; j++) {
                for (int i = 0; i < 11; i++) {
                    //Si l'alien en [j][i] est éliminé:
                    if (!tabAlienSup[j][i])
                        //On incrémente jeuFini.
                        jeuFini += 1;
                }
            }

            //On sait qu'il y a 5 * 11 aliens, soit 55.
            //Si jeuFini = 55:
            if (jeuFini == 55) {
                //Retourner au menu %menu
                std::cout << "!!!!!! Victoire !!!!!!" << std::endl;;
                m_solo = m_fin;
		//
                return;
            }
            else
                //Sinon, on reinitialise jeuFini pour la prochaine vérification.
                jeuFini = 0;


            // random de 1 à 11 pour choisir aléatoirement quel alien dans la rangée horizontal va tirer
            int randomAlienTireX = rand() % 11 + 1;

            // random de 1 à 5 pour choisir aléatoirement quel alien dans la rangée vertical va tirer
            int randomAlienTireY = rand() % 5 + 1;

            // random de 1 à 2, pour que ça tire de façon aléatoire
            int randomAlienMissile = rand() % 2 + 1;

            sf::Event event;

            while (fenetre.pollEvent(event)) {
                //Si l'utilisateur clique sur la croix pour fermer la fenetre du jeu:
                if (event.type == sf::Event::Closed)
                    fenetre.close();

                // déplacer vaisseau à gauche
                if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
                    //Pour ne pas se déplacer hors de la fenetre.
                if (depVaisseauX > 50)
                    depVaisseauX = depVaisseauX - 10;

                // déplacer vaisseau à droite
                if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
                    //Pour ne pas se déplacer hors de la fenetre.
                if (depVaisseauX < 500)
                    depVaisseauX = depVaisseauX + 10;

                // tirer avec le vaisseau
                if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) {
                    if (missileVaisseauOk == 2) {
                        soundTire.play();
                        missileVaisseauOk = 0;
                        depMissileY = 525;
                        depMissileX = depVaisseauX;
                    }
                }
            }

            fenetre.clear();
            fenetre.draw(fond_jeu);

            //spriteVaisseauExplose = joueur.vaisseauExplose(spriteVaisseauExplose, depVaisseauX, 535);
            spriteVaisseau = joueur.ajouterVaisseau(spriteVaisseau, depVaisseauX, 535);
            //app.draw(spriteVaisseau);

            //Si randomAlienMissile tombe sur 1, on peut tirer.
            if (randomAlienMissile == 1) {
                if (missileAlienOk == 2) {
                    missileAlienOk = 0;
                    depMissileAlienX = (x * (randomAlienTireX)) + depAlienX - 8;
                    depMissileAlienY = (y + yPlus * (randomAlienTireY)) + depAlienY + 45;
                }
            }

            if (col.collisionVaisseau(spriteVaisseau, spriteMissileAlien)) {
                spriteMissileAlien = miss.supprimerMissile(spriteMissileAlien);
                viesJoueur -= 1;
                explose = true;
                //std::cout << " collision vaisseau missile alien" << std::endl;
                //	  app.draw(spriteVaisseau);
                //sleep(1);
                missileAlienOk = 2;
            }

            if (missileVaisseauOk == 0)

	      spriteMissileVaisseau = miss.ajouterMissileVaisseau(spriteMissileVaisseau, depMissileX + 21,
                                                                    depMissileY);
            if (missileAlienOk == 0)
                spriteMissileAlien = miss.ajouterMissileAlien(spriteMissileAlien, depMissileAlienX + 21,
                                                              depMissileAlienY);

            // boucliers
            int dix = 450, vingt = 90, quatre = 0;
            for (int j = 0; j < 3; j++) {
                for (int i = 0; i < 16; i++) {
                    if (tabBouclierSup[j][i]) {
                        tabBouclier[j][i] = boucli.ajouterBouclier(tabBouclier[j][i], vingt + 160 * j, dix);
                        fenetre.draw(tabBouclier[j][i]);
                    }
                    vingt = vingt + 20;
                    quatre = quatre + 1;
                    if (vingt == 170)
                        vingt = 90;
                    if (quatre == 4) {
                        dix = dix + 10;
                        quatre = 0;
                    }
                    if (col.collisionBouclier(tabBouclier[j][i], spriteMissileVaisseau)) {
                        vecBou = boucli.getPosition(tabBouclier[j][i]);
                        if (vecBou.y + 10 == depMissileY) {
                            spriteMissileVaisseau = miss.supprimerMissile(spriteMissileVaisseau);
                            tabBouclier[j][i] = miss.supprimerMissile(tabBouclier[j][i]);
                            tabBouclierSup[j][i] = false;
                            missileVaisseauOk = 2;
                        }
                    }
                    if (col.collisionBouclier(tabBouclier[j][i], spriteMissileAlien)) {
                        spriteMissileAlien = miss.supprimerMissile(spriteMissileAlien);
                        tabBouclier[j][i] = miss.supprimerMissile(tabBouclier[j][i]);
                        tabBouclierSup[j][i] = false;
                        missileAlienOk = 2;
                    }

                }
                dix = 450;
                vingt = 90;
            }

            for (int j = 0; j < 5; j++) {
                for (int i = 0; i < 11; i++) {
                    // Colision missile alien - alien
                    if (col.collisionAlien(tabAlien[j][i], spriteMissileAlien)) {
                        vecAli = ali.getPosition(tabAlien[j][i]);
                        if (vecAli.y + 20 == depMissileAlienY) {
                            spriteMissileAlien = miss.supprimerMissile(spriteMissileAlien);
                            missileAlienOk = 2;
                        }
                    }

                    // Colision missile vaisseau - alien
                    if (col.collisionAlien(tabAlien[j][i], spriteMissileVaisseau)) {
                        vecVai = ali.getPosition(tabAlien[j][i]);
                        if (vecVai.y + 20 == depMissileY) {
                            soundExplosionAlien.play();
                            tabAlienSup[j][i] = false;
                            spriteMissileVaisseau = miss.supprimerMissile(spriteMissileVaisseau);
                            tabAlien[j][i] = miss.supprimerMissile(tabAlien[j][i]);
                            tabAlienBis[j][i] = miss.supprimerMissile(tabAlienBis[j][i]);
                            missileVaisseauOk = 2;
                            if (j==0 || j==1) score += 10;
                            if (j==2 || j==3) score += 20;
                            if (j==4 ) score += 50;
                        }
                    }
                }
            }

            // aliens
            if (boool > 50) {
                for (cpt1 = 0; cpt1 < 11; cpt1++) {
                    //On vérifie s'ils sont éliminés.
                    if (tabAlienSup[0][cpt1])
                        // alien ligne 1 (en partant du bas)
                        tabAlien[0][cpt1] = ali.ajouterAlien1_1(tabAlien[0][cpt1], (x * (cpt1 + 1)) + depAlienX,
                                                                (y + yPlus * 5) + depAlienY);
                    fenetre.draw(tabAlien[0][cpt1]);

                    if (tabAlienSup[1][cpt1])
                        // alien ligne 2 (en partant du bas)
                        tabAlien[1][cpt1] = ali.ajouterAlien1_1(tabAlien[1][cpt1], (x * (cpt1 + 1)) + depAlienX,
                                                                (y + yPlus * 4) + depAlienY);
                    fenetre.draw(tabAlien[1][cpt1]);

                    if (tabAlienSup[2][cpt1])
                        // alien ligne 3 (en partant du bas)
                        tabAlien[2][cpt1] = ali.ajouterAlien2_1(tabAlien[2][cpt1], (x * (cpt1 + 1)) + depAlienX,
                                                                (y + yPlus * 3) + depAlienY);
                    fenetre.draw(tabAlien[2][cpt1]);

                    if (tabAlienSup[3][cpt1])
                        // alien ligne 4 (en partant du bas)
                        tabAlien[3][cpt1] = ali.ajouterAlien2_1(tabAlien[3][cpt1], (x * (cpt1 + 1)) + depAlienX,
                                                                (y + yPlus * 2) + depAlienY);
                    fenetre.draw(tabAlien[3][cpt1]);

                    if (tabAlienSup[4][cpt1])
                        // alien ligne 5 (en partant du bas)
                        tabAlien[4][cpt1] = ali.ajouterAlien3_1(tabAlien[4][cpt1], (x * (cpt1 + 1)) + depAlienX,
                                                                (y + yPlus * 1) + depAlienY);
                    fenetre.draw(tabAlien[4][cpt1]);
                }
            } else if (boool < 50) {
                for (cpt1 = 0; cpt1 < 11; cpt1++) {
                    if (tabAlienSup[0][cpt1])
                        // alien 1 bis (en partant du bas)
                        tabAlienBis[0][cpt1] = ali.ajouterAlien1_2(tabAlienBis[0][cpt1], (x * (cpt1 + 1)) + depAlienX,
                                                                   (y + yPlus * 5) + depAlienY);
                    fenetre.draw(tabAlienBis[0][cpt1]);

                    if (tabAlienSup[1][cpt1])
                        // alien 2 bis (en partant du bas)
                        tabAlienBis[1][cpt1] = ali.ajouterAlien1_2(tabAlienBis[1][cpt1], (x * (cpt1 + 1)) + depAlienX,
                                                                   (y + yPlus * 4) + depAlienY);
                    fenetre.draw(tabAlienBis[1][cpt1]);

                    if (tabAlienSup[2][cpt1])
                        // alien 3 bis (en partant du bas)
                        tabAlienBis[2][cpt1] = ali.ajouterAlien2_2(tabAlienBis[2][cpt1], (x * (cpt1 + 1)) + depAlienX,
                                                                   (y + yPlus * 3) + depAlienY);
                    fenetre.draw(tabAlienBis[2][cpt1]);

                    if (tabAlienSup[3][cpt1])
                        // alien 4 bis (en partant du bas)
                        tabAlienBis[3][cpt1] = ali.ajouterAlien2_2(tabAlienBis[3][cpt1], (x * (cpt1 + 1)) + depAlienX,
                                                                   (y + yPlus * 2) + depAlienY);
                    fenetre.draw(tabAlienBis[3][cpt1]);

                    if (tabAlienSup[4][cpt1])
                        // alien 5 bis (en partant du bas)
                        tabAlienBis[4][cpt1] = ali.ajouterAlien3_2(tabAlienBis[4][cpt1], (x * (cpt1 + 1)) + depAlienX,
                                                                   (y + yPlus * 1) + depAlienY);
                    fenetre.draw(tabAlienBis[4][cpt1]);
                }
            }

            // fin test.
            if (boool == 100)
                boool = 0;
            else
                boool += 1;

            if (depMissileY == 40) {
                missileVaisseauOk = 2;
                depMissileY = 40;
            }
            else {
                depMissileY -= 5;
                fenetre.draw(spriteMissileVaisseau);
            }

            if (depMissileAlienY == 575) {
                //nazerkkm
                missileAlienOk = 2;
                depMissileAlienY = 600;
            }
            else {
                depMissileAlienY += 5;
                fenetre.draw(spriteMissileAlien);
            }

            if (depHorizontal == 50) {
                if (depAlienX > 130) {
                    if (ok != 5) {
                        depAlienY += 10;
                        // si la vague descend trop
                        if (depAlienY == 140) {
                            // le vaisseau perd 1 point de vie.
                            viesJoueur -= 1;
                            explose = true;
                            //		      app.draw(spriteVaisseau);
                            //sleep(1);
                            depAlienY -= 40;
                        }
                    }
                    ok = 1;
                }
                if (depAlienX == 0) {
                    if (ok != 5) {
                        depAlienY += 10;
                        // si la vague descend trop
                        if (depAlienY == 140) {
                            // le vaisseau perd 1 point de vie.
                            viesJoueur -= 1;
                            explose = true;
                            //		      app.draw(spriteVaisseau);
                            //sleep(1);
                            depAlienY -= 40;
                        }
                    }
                    ok = 0;
                }

                if (ok == 0)
                    depAlienX += 132 / 18;
                if (ok == 1)
                    depAlienX -= 132 / 18;

                depHorizontal = 0;
            }
            else
                depHorizontal += 1;

            if (explose) {
                spriteVaisseauExplose = joueur.vaisseauExplose(spriteVaisseauExplose, depVaisseauX, 535);
                fenetre.draw(spriteVaisseauExplose);
                soundExplosionVaisseau.play();
                fenetre.display();
            }
            else {
                fenetre.draw(spriteVaisseau);
            }

            if (explose)
                sleep(1);

            // vies du vaisseau
            switch (viesJoueur) {
                case 3://Si 3 vies:
                    fenetre.draw(vie1);
                    fenetre.draw(vie2);
                    fenetre.draw(vie3);
                    break;
                case 2://Si 2 vies:
                    fenetre.draw(vie1);
                    fenetre.draw(vie2);
                    break;
                case 1://Si 1 vie:
                    fenetre.draw(vie1);
                    break;
                default:
                    break;
            }
            fenetre.draw(borderTop);
            fenetre.draw(textVie);
            fenetre.draw(textScore);
            fenetre.draw(borderBottom);
            fenetre.draw(sfScore);

            explose = false;
            fenetre.display();

        }
Пример #5
0
int main(){

	wrldmgr.res.loadTexture("art/ChestBlue.png");
	wrldmgr.res.loadTexture("art/Coin.png");
	wrldmgr.res.loadTexture("art/Gem.png");

	/////////////////////////////////////////////////////////////////////

	bool doSleep = true;
	world.SetAllowSleeping(doSleep);

	controlled obj1;{
		b2BodyDef bodyDef;
		//bodyDef.fixedRotation = true;
		bodyDef.type = b2_dynamicBody;
		bodyDef.position.Set(300.0f/SCALE, 15.f/SCALE);

		b2PolygonShape dynamicBox;
		dynamicBox.SetAsBox((40.f/2)/SCALE, (40.f/2)/SCALE);
		b2FixtureDef fixtureDef;
		fixtureDef.shape = &dynamicBox;
		fixtureDef.density = 1.0f;
		fixtureDef.friction = 0.3f;
		fixtureDef.restitution = 0.4f;

		obj1.animations.push_back(animation(&wrldmgr.res.textures[0], sf::Vector2i(100,100), 2, 300));//wrldmgr.res.textures[0].getSize().x, wrldmgr.res.textures[0].getSize().y)));
		obj1.animations.push_back(animation(&wrldmgr.res.textures[2], sf::Vector2i(50,50)));
		obj1.animations[1].pos = sf::Vector2f(0,400);

		obj1.bd = world.CreateBody(&bodyDef);
		obj1.fx = obj1.bd->CreateFixture(&fixtureDef);
		obj1.refresh();
	}
	wrldmgr.playerObj = obj1;

	object obj2;{
		b2BodyDef bbd;
		bbd.position.Set(400.f/SCALE,30.f/SCALE);
		bbd.type = b2_dynamicBody;

		b2CircleShape ballshape;
		ballshape.m_radius = 50.f/SCALE;
		b2FixtureDef ballFixtureDef;
		ballFixtureDef.shape = &ballshape;
		ballFixtureDef.density = 1.0f;
		ballFixtureDef.friction = 0.3f;
		ballFixtureDef.restitution = 0.4f;

		obj2.animations.push_back(animation(&wrldmgr.res.textures[1], sf::Vector2i(100,100)));//wrldmgr.res.textures[1].getSize().x, wrldmgr.res.textures[1].getSize().y)));
		obj2.bd = world.CreateBody(&bbd);
		obj2.fx = obj2.bd->CreateFixture(&ballFixtureDef);
		obj2.refresh();
	}
	wrldmgr.addObject(obj2);

	b2Body* ground;{

			b2BodyDef bd;
			bd.position.Set(0.0f/SCALE, 0.0f/SCALE);
			ground = world.CreateBody(&bd);

			b2EdgeShape shape;

			b2FixtureDef sd;
			sd.shape = &shape;
			sd.density = 0.0f;
			sd.restitution = 0.4f;

			// Left vertical
			shape.Set(b2Vec2(10.0f/SCALE, 10.0f/SCALE), b2Vec2(10.0f/SCALE, (winh - 10.0f)/SCALE));
			ground->CreateFixture(&sd);

			// Right vertical
			shape.Set(b2Vec2((winw - 10.0f)/SCALE, 10.0f/SCALE), b2Vec2((winw - 10.0f)/SCALE, (winh - 10.0f)/SCALE));
			ground->CreateFixture(&sd);

			// Top horizontal
			shape.Set(b2Vec2(10.0f/SCALE, (winh - 10.0f)/SCALE), b2Vec2((winw - 10.0f)/SCALE, (winh - 10.0f)/SCALE));
			ground->CreateFixture(&sd);

			// Bottom horizontal
			shape.Set(b2Vec2(10.0f/SCALE, 10.0f/SCALE), b2Vec2((winw - 10.0f)/SCALE, 10.0f/SCALE));
			ground->CreateFixture(&sd);
	}
	/////////////////////////////////////////////

	wrldmgr.initialize();

	font.loadFromFile("art/Grundschrift-Normal.otf");
	text.push_back(sf::Text("Hello!",font,20));
	text.push_back(sf::Text("",font,15));
	text.push_back(sf::Text("",font,15));
	text.push_back(sf::Text("",font,15));

	while (win.isOpen()){
		while (win.pollEvent(event)){
			if (event.type == sf::Event::Closed)
				win.close();
			}
			if (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)){
				win.close();
			}
		float dt = gameclock.getElapsedTime().asSeconds();
		gameclock.restart();
		pupd(dt);

		text[1].setString("UPS: ");// + std::to_string(int(1/dt)));
		text[2].setString("Player Speed: ");// + std::to_string(wrldmgr.playerObj.bd->GetLinearVelocity().Length()));
		text[3].setString("Player Angular Speed: ");// + std::to_string(wrldmgr.playerObj.bd->GetAngularVelocity()));
		renderEdge(ground);
		oupd();
	}
	return 0;
}
Пример #6
0
void getEvent(sf::Event& event, sf::RenderWindow& window, Input& in)
{
	switch (event.type)
	{
	case sf::Event::Closed:
		window.close();
		break;
	case sf::Event::KeyPressed:
		switch (event.key.code)
		{
		case sf::Keyboard::W: in.W = true; break;
		case sf::Keyboard::A: in.A = true; break;
		case sf::Keyboard::S: in.S = true; break;
		case sf::Keyboard::D: in.D = true; break;

		case sf::Keyboard::Up: in.W = true; break;
		case sf::Keyboard::Left: in.A = true; break;
		case sf::Keyboard::Down: in.S = true; break;
		case sf::Keyboard::Right: in.D = true; break;

		case sf::Keyboard::I: in.record = true; break;
		case sf::Keyboard::O: in.edit = true; break;
		case sf::Keyboard::P: in.predict = true; break;
		case sf::Keyboard::Space: in.reset = true; break;

		case sf::Keyboard::Num0: in.action = 0; break;
		case sf::Keyboard::Num1: in.action = 1; break;
		case sf::Keyboard::Num2: in.action = 2; break;
		case sf::Keyboard::Num3: in.action = 3; break;
		case sf::Keyboard::Num4: in.action = 4; break;
		case sf::Keyboard::Num5: in.action = 5; break;
		case sf::Keyboard::Num6: in.action = 6; break;
		case sf::Keyboard::Num7: in.action = 7; break;
		case sf::Keyboard::Num8: in.action = 8; break;
		case sf::Keyboard::Num9: in.action = 9; break;

		case sf::Keyboard::Numpad0: in.action = 10; break;
		case sf::Keyboard::Numpad1: in.action = 11; break;
		case sf::Keyboard::Numpad2: in.action = 12; break;
		case sf::Keyboard::Numpad3: in.action = 13; break;
		case sf::Keyboard::Numpad4: in.action = 14; break;
		case sf::Keyboard::Numpad5: in.action = 15; break;
		case sf::Keyboard::Numpad6: in.action = 16; break;
		case sf::Keyboard::Numpad7: in.action = 17; break;
		case sf::Keyboard::Numpad8: in.action = 18; break;
		case sf::Keyboard::Numpad9: in.action = 19; break;

		case sf::Keyboard::X: in.zoom += 0.5f; break;
		case sf::Keyboard::Z: in.zoom -= 0.5f; break;

		case sf::Keyboard::F1: in.action = -2;

		default:
			break;
		}
		break;

	case sf::Event::KeyReleased:
		switch (event.key.code)
		{
		case sf::Keyboard::W: in.W = false; break;
		case sf::Keyboard::A: in.A = false; break;
		case sf::Keyboard::S: in.S = false; break;
		case sf::Keyboard::D: in.D = false; break;

		case sf::Keyboard::Up: in.W = false; break;
		case sf::Keyboard::Left: in.A = false; break;
		case sf::Keyboard::Down: in.S = false; break;
		case sf::Keyboard::Right: in.D = false; break;
		default:
			break;
		}
	default:
		break;
	}
}
Пример #7
0
void rotateCube(sf::RenderWindow &window)
{
    bool mouse = true;

    auto size = window.getSize();
    int width = size.x;
    int height = size.y;

    /*
    sf::Image texture;
    texture.loadFromFile("models/cube.png");
    auto texRaw = texture.getPixelsPtr();
    Array2D<ColorRGBA> tex(24, 32);
    std::copy(texRaw, texRaw + (4 * 32 * 24), (unsigned char *)tex.data());
    */

    std::vector<Vec> verts;
    std::vector<int> tris;
    std::vector<Vec> normals;
    std::vector<int> triNormals;
    std::ifstream teapot("models/teapot.obj");
    readObj(teapot, verts, &normals, nullptr, tris, &triNormals, nullptr);

    // rectify teapot model
    Mat teapotRectify = Mat::fromRows33(Vec(1, 0, 0), Vec(0, 0, -1), Vec(0, 1, 0));

    Bounds bds = Bounds::fromIterators(verts.begin(), verts.end());
    float roomSz = vabs(bds.size()).maxXYZEl();
    float floorZ = bds.mins.y; // rectified
    Vec floorVerts[] = {
        {roomSz, roomSz, floorZ, 1},
        {-roomSz, roomSz, floorZ, 1},
        {-roomSz, -roomSz, floorZ, 1},
        {roomSz, -roomSz, floorZ, 1},
    };
    int floorTris[] = {
        0, 1, 3,
        3, 1, 2,
    };

    Camera cam;
    cam.position = Vec(30, 14, 5);

    // replace angle calc with mouse once it's ready
    cam.direction = -cam.position.normalized();
    cam.up = Vec(0, 0, 1).normalTo(cam.direction).normalized();

    sf::Texture screen;
    screen.create(width, height);
    sf::Sprite sprite;
    sprite.setTexture(screen);

    Array2D<float> zbuffer(height, width);
    Array2D<ColorRGBA> fragments(height, width);


    FpsCounter counter;

    Vec light = Vec(0, 30, 50);

    auto vertShade = [](VertexIn const &in, VertexGlobal const &global) -> VertexWithUnprojected
    {
        VertexWithUnprojected out;
        out.coord = in.coord;
        out.normal = global.modelView.withoutTranslation() * in.normal;
        out.vertex = global.modelViewProjection * in.vertex;
        out.vertexUnprojected = global.modelView * in.vertex;
        return out;
    };

    ColorRGBA red   { 255,   0,   0 };
    ColorRGBA green {   0, 255,   0 };

    ColorRGBA mixed;
    float mix = 0;

    auto fragShadeShiny = [&](VertexWithUnprojected const &v, VertexGlobal const &global) -> FragmentOut
    {
        FragmentOut f;
        Vec eyeLight = global.view * light;
        Vec toLight = (eyeLight - v.vertexUnprojected).normalized();
        //Vec normal = v.normal.normalized();
        Vec normal = v.normal;
        float diffuse = clamp(dot(normal, toLight), 0.0f, 1.0f);

        Vec reflection = toLight.projectedTo(normal) - toLight.normalTo(normal);
        float specular = clamp(-reflection.z, 0.0f, 1.0f);
        specular *= specular;
        specular *= specular;

        float ambient = 0.3;

        f.color =
        diffuse * mixed +
        specular * ColorRGBA(100, 200, 255) +
        ambient * ColorRGBA(100, 150, 200);

        //f.color = mixed;

        return f;
    };

    auto fragShadeChecker = [&](VertexWithUnprojected const &v, VertexGlobal const &global) -> FragmentOut
    {
        static int i = 0;
        FragmentOut f;
        float SCALE = 0.2;
        int xx = 10000 + SCALE * v.coord.x;
        int yy = 10000 + SCALE * v.coord.y;
        if ((xx & 1) != (yy & 1)) {
            f.color = ColorRGBA(0, 0, 0);
        }
        else {
            f.color = ColorRGBA(0, 0x99 , 0xFF);
        }
        return f;
    };
    // Declare and load a font
    sf::Font font;
    if (!font.loadFromFile("arial.ttf")) {
        std::cout << "failed to load font\n";
        return;
    }

    // Create a text
    sf::Text text("hello", font);
    text.setCharacterSize(16);
    text.setColor(sf::Color::Red);
    text.setPosition(10, 10);

    while (window.isOpen())
    {
        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();

            if (event.type == sf::Event::KeyPressed)
            {
                if (event.key.code == sf::Keyboard::P)
                {
                    screen.copyToImage().saveToFile("../../molasses.png");
                }
                if (event.key.code == sf::Keyboard::Q)
                {
                    window.close();
                }
                if (event.key.code == sf::Keyboard::M)
                {
                    mouse = !mouse;
                }
            }
            if (event.type == sf::Event::MouseButtonPressed)
            {
                mix = 1.0;
            }
        }

        std::fill(zbuffer.begin(), zbuffer.end(), std::numeric_limits<float>::max());
        std::fill(fragments.begin(), fragments.end(), ColorRGBA());

        Mat camCsys = Mat::transpose(view(cam).withoutTranslation());

        double speed = counter.sinceLast() * 80;

        Vec v = camCsys * keyVelocity();
        cam.position = cam.position + speed * v;

        window.setMouseCursorVisible(!mouse);
        if (mouse)
        {
            auto mouse = sf::Mouse::getPosition(window);
            auto size = window.getSize();
            auto middle = sf::Vector2i(size.x / 2, size.y / 2);
            auto dmouse = sf::Vector2i(mouse.x - middle.x, mouse.y - middle.y);

            dmouse.y *= -1;
            sf::Mouse::setPosition(middle, window);

            Vec mouseVelocity = Vec(dmouse.x, dmouse.y, 0) / 300.0;
            Vec worldTurn = camCsys * mouseVelocity;
            cam.direction = (cam.direction + worldTurn).normalized();
            cam.up = Vec(0, 0, 1).normalTo(cam.direction).normalized(); // not most efficient
        }

        //cam.position = rot * cam.position;
        //cam.direction = -cam.position.normalized();
        //cam.up = Vec(0, 0, 1).normalTo(cam.direction).normalized();

        double fov = radians(60);

        VertexGlobal global;
        global.view = view(cam);
        global.modelView = view(cam) * teapotRectify;
        global.modelViewProjection = projection(fov, float(width)/height, 10, 100) * global.modelView;
        global.normal = Mat::transpose(Mat::invert(global.modelView));

        Mat toScreen = normalizedToScreen(width, height);

        for (int i = 0; i < tris.size() / 3; ++i)
        {
            int *tri = tris.data() + (3 * i);
            int *triNorm = triNormals.data() + (3 * i);

            VertexIn vertices[3];

            VertexWithUnprojected shaded[3];

            for (int j = 0; j < 3; ++j)
            {
                vertices[j].vertex = verts[tri[j]];
                vertices[j].normal = normals[triNorm[j]];
                //vertices[j].coord = texCoords[tri[j]];
                shaded[j] = vertShade(vertices[j], global);
            }

            rasterize(shaded[0], shaded[1], shaded[2], fragShadeShiny, zbuffer, fragments, toScreen, global);
        }

        global.view = view(cam);
        global.modelView = view(cam);
        global.modelViewProjection = projection(fov, float(width)/height, 1, 100) * global.modelView;
        global.normal = Mat::transpose(Mat::invert(global.modelView));

        for (int i = 0; i < 2; ++i)
        {
            int *tri = floorTris + 3 * i;

            VertexIn vertices[3];

            VertexWithUnprojected shaded[3];

            for (int j = 0; j < 3; ++j)
            {
                vertices[j].vertex = floorVerts[tri[j]];
                vertices[j].normal = {0, 0, 1};
                vertices[j].coord = {vertices[j].vertex};
                vertices[j].coord.z = 0;
                vertices[j].coord.w = 0;
                //std::cout << vertices[j].coord;

                shaded[j] = vertShade(vertices[j], global);
            }

            rasterize(shaded[0], shaded[1], shaded[2], fragShadeChecker, zbuffer, fragments, toScreen, global);
        }

        screen.update((sf::Uint8 const *)fragments.data(), width, height, 0, 0);

        counter.frame();
        std::ostringstream oss;
        oss << (int)counter.fps() << " FPS" << std::endl;
        text.setString(oss.str());

        window.clear();
        window.draw(sprite);
        window.draw(text);
        window.display();

        mix -= 2.0 * counter.sinceLast() * mix;
        mixed = mix * green + (1.0 - mix) * red;
    }
}
Пример #8
0
int main()
{
    srand(time(NULL));
    Background::LoadBackground();
    Sound::LoadSounds();
    Sprites::LoadSprites();
    Font::LoadFont();
    window.setFramerateLimit(30);
    while (window.isOpen())
    {
        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space) && shot_counter==0){
            break;
        }
        window.draw(Background::BeforeGameStartSprite);
        window.display();
    }
    Hero hero;
    Enemys enemys;
    while(window.isOpen())
    {
        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();
        }
        shot_counter++;
        shot_counter%=10;
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space) && shot_counter==0)
        {
            hero.fire();
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
        {
            hero.MoveLeft();
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
        {
            hero.MoveRight();
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
        {
            hero.MoveUp();
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
        {
            hero.MoveDown();
        }
        Sound::PlayBackgroundMusic();
        Background::show(window);
        hero.turn(window);
        enemys.turn(window);
        window.display();

        if (hero.GetHealth()<=0) break;
    }

    return 0;
}
Пример #9
0
void SampleApp::Run() {
	sf::Event event;

	//m_window.SetFramerateLimit( 60 );
	//m_window.EnableVerticalSync( true );

	// Tune Renderer
	sfg::Renderer::Get().TuneDepthTest( sfg::Renderer::ALTERNATE_DEPTH );
	sfg::Renderer::Get().TuneAlphaThreshold( .2f );
	sfg::Renderer::Get().TunePrecomputeBlending( true );
	sfg::Renderer::Get().TuneCull( true );

	// Create widgets.
	m_wndmain = sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND | sfg::Window::RESIZE );
	m_wndmain->SetTitle( L"Example application" );

	sfg::Button::Ptr btnaddbuttonh( sfg::Button::Create( L"Add button horizontally" ) );
	sfg::Button::Ptr btnaddbuttonv( sfg::Button::Create( L"Add button vertically" ) );
	m_titlebar_toggle = sfg::ToggleButton::Create( "Toggle titlebar" );
	m_titlebar_toggle->SetActive( true );

	{
		sf::Image add_image;
		if( add_image.loadFromFile( "data/add.png" ) ) {
			sfg::Image::Ptr image( sfg::Image::Create( add_image ) );
			btnaddbuttonh->SetImage( image );

			image = sfg::Image::Create( add_image );
			btnaddbuttonv->SetImage( image );
		}
	}

	sfg::Button::Ptr btnhidewindow( sfg::Button::Create( L"Close window" ) );
	btnhidewindow->SetId( "close" );

	{
		sf::Image close_image;
		if( close_image.loadFromFile( "data/delete.png" ) ) {
			sfg::Image::Ptr image( sfg::Image::Create( close_image ) );
			btnhidewindow->SetImage( image );
		}
	}

	sfg::Button::Ptr btntogglespace( sfg::Button::Create( L"Box Spacing") );
	sfg::Button::Ptr btnloadstyle( sfg::Button::Create( L"Load theme") );

	m_entry = sfg::Entry::Create( L"Type" );
	m_entry->SetRequisition( sf::Vector2f( 100.f, .0f ) );
	m_entry->AppendText( L" something!" );

	m_limit_check = sfg::CheckButton::Create( L"Limit to 4 chars" );
	m_limit_check->SetId( "limit_check" );

	sfg::Entry::Ptr password( sfg::Entry::Create() );
	password->HideText( '*' );

	// Layout.
	sfg::Box::Ptr boxtoolbar( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	boxtoolbar->SetSpacing( 5.f );
	boxtoolbar->Pack( btnaddbuttonh, false );
	boxtoolbar->Pack( btnaddbuttonv, false );
	boxtoolbar->Pack( m_titlebar_toggle, false );
	boxtoolbar->Pack( btnhidewindow, false );
	boxtoolbar->Pack( m_entry, true );
	boxtoolbar->Pack( m_limit_check, false );

	sfg::Frame::Ptr frame1( sfg::Frame::Create( L"Toolbar 1" ) );
	frame1->Add( boxtoolbar );

	sfg::Box::Ptr boxtoolbar2( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	boxtoolbar2->SetSpacing( 5.f );
	boxtoolbar2->Pack( btntogglespace, false );
	boxtoolbar2->Pack( btnloadstyle, false );

	m_boxbuttonsh = sfg::Box::Create( sfg::Box::HORIZONTAL );
	m_boxbuttonsh->SetSpacing( 5.f );

	m_boxbuttonsv = sfg::Box::Create( sfg::Box::VERTICAL );
	m_boxbuttonsv->SetSpacing( 5.f );

	sfg::Entry::Ptr username_entry( sfg::Entry::Create() );
	username_entry->SetMaximumLength( 8 );

	m_progress = sfg::ProgressBar::Create( sfg::ProgressBar::HORIZONTAL );
	m_progress->SetRequisition( sf::Vector2f( 0.f, 20.f ) );

	m_progress_vert = sfg::ProgressBar::Create( sfg::ProgressBar::VERTICAL );
	m_progress_vert->SetRequisition( sf::Vector2f( 20.f, 0.f ) );

	sfg::Separator::Ptr separatorv( sfg::Separator::Create( sfg::Separator::VERTICAL ) );

	m_table = sfg::Table::Create();
	m_table->Attach( sfg::Label::Create( L"Please login using your username and password (span example)." ), sf::Rect<sf::Uint32>( 0, 0, 2, 1 ), sfg::Table::FILL, sfg::Table::FILL | sfg::Table::EXPAND );
	m_table->Attach( sfg::Label::Create( L"Username:"******"Password:"******"Login" ), sf::Rect<sf::Uint32>( 2, 1, 1, 2 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( separatorv, sf::Rect<sf::Uint32>( 3, 0, 1, 3 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( m_progress_vert, sf::Rect<sf::Uint32>( 4, 0, 1, 3 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->SetRowSpacings( 5.f );
	m_table->SetColumnSpacings( 5.f );

	m_scrolled_window_box = sfg::Box::Create( sfg::Box::VERTICAL );

	for( int i = 0; i < 5; i++ ) {
		sfg::Box::Ptr box = sfg::Box::Create( sfg::Box::HORIZONTAL );

		for( int j = 0; j < 20; j++ ) {
			box->Pack( sfg::Button::Create( L"One button among many" ), true );
		}

		m_scrolled_window_box->Pack( box, false );
	}

	m_scrolled_window = sfg::ScrolledWindow::Create();
	m_scrolled_window->SetRequisition( sf::Vector2f( .0f, 150.f ) );
	m_scrolled_window->SetScrollbarPolicy( sfg::ScrolledWindow::HORIZONTAL_AUTOMATIC | sfg::ScrolledWindow::VERTICAL_AUTOMATIC );
	m_scrolled_window->SetPlacement( sfg::ScrolledWindow::TOP_LEFT );
	m_scrolled_window->AddWithViewport( m_scrolled_window_box );

	sfg::Scrollbar::Ptr scrollbar( sfg::Scrollbar::Create() );
	scrollbar->SetRange( .0f, 100.f );

	m_scale = sfg::Scale::Create();
	m_scale->SetAdjustment( scrollbar->GetAdjustment() );
	m_scale->SetRequisition( sf::Vector2f( 100.f, .0f ) );
	boxtoolbar2->Pack( m_scale, false );

	m_combo_box = sfg::ComboBox::Create();
	m_combo_box->AppendItem( "Item 0" );
	m_combo_box->AppendItem( "Item 1" );
	m_combo_box->AppendItem( "Item 2" );
	m_combo_box->AppendItem( "Item 3" );
	boxtoolbar2->Pack( m_combo_box, true );

	sfg::Frame::Ptr frame2( sfg::Frame::Create( L"Toolbar 2" ) );
	frame2->Add( boxtoolbar2 );
	frame2->SetAlignment( sf::Vector2f( .8f, .0f ) );

	sfg::Separator::Ptr separatorh( sfg::Separator::Create( sfg::Separator::HORIZONTAL ) );

	sfg::Box::Ptr box_image( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	box_image->SetSpacing( 5.f );

	sfg::Fixed::Ptr fixed_container( sfg::Fixed::Create() );
	sfg::Button::Ptr fixed_button( sfg::Button::Create( L"I'm at (34,61)" ) );
	fixed_container->Put( fixed_button, sf::Vector2f( 34.f, 61.f ) );
	box_image->Pack( fixed_container, false );

	sf::Image sfgui_logo;
	sfg::Image::Ptr image = sfg::Image::Create();

	if( sfgui_logo.loadFromFile("sfgui.png") ) {
		image->SetImage( sfgui_logo );
		box_image->Pack( image, false );
	}

	sfg::Box::Ptr spinner_box( sfg::Box::Create( sfg::Box::VERTICAL ) );

	m_spinner = sfg::Spinner::Create();
	m_spinner->SetRequisition( sf::Vector2f( 40.f, 40.f ) );
	m_spinner->Start();
	sfg::ToggleButton::Ptr spinner_toggle( sfg::ToggleButton::Create( L"Spin") );
	spinner_toggle->SetActive( true );
	spinner_box->SetSpacing( 5.f );
	spinner_box->Pack( m_spinner, false );
	spinner_box->Pack( spinner_toggle, false );

	box_image->Pack( spinner_box, false );

	sfg::ComboBox::Ptr aligned_combo_box( sfg::ComboBox::Create() );
	aligned_combo_box->AppendItem( L"I'm way over here" );
	aligned_combo_box->AppendItem( L"Me too" );
	aligned_combo_box->AppendItem( L"Me three" );
	aligned_combo_box->SelectItem( 0 );

	sfg::Alignment::Ptr alignment( sfg::Alignment::Create() );
	alignment->Add( aligned_combo_box );
	box_image->Pack( alignment, true );
	alignment->SetAlignment( sf::Vector2f( 1.f, .5f ) );
	alignment->SetScale( sf::Vector2f( 0.f, .01f ) );

	sfg::Box::Ptr boxmain( sfg::Box::Create( sfg::Box::VERTICAL ) );
	boxmain->SetSpacing( 5.f );
	boxmain->Pack( scrollbar, false );
	boxmain->Pack( m_progress, false );
	boxmain->Pack( frame1, false );
	boxmain->Pack( frame2, false );
	boxmain->Pack( m_boxbuttonsh, false );
	boxmain->Pack( m_boxbuttonsv, false );
	boxmain->Pack( box_image, true );
	boxmain->Pack( separatorh, false );
	boxmain->Pack( m_table, true );
	boxmain->Pack( m_scrolled_window );

	sfg::Notebook::Ptr notebook1( sfg::Notebook::Create() );
	sfg::Notebook::Ptr notebook2( sfg::Notebook::Create() );
	sfg::Notebook::Ptr notebook3( sfg::Notebook::Create() );
	sfg::Notebook::Ptr notebook4( sfg::Notebook::Create() );

	notebook1->SetTabPosition( sfg::Notebook::TOP );
	notebook2->SetTabPosition( sfg::Notebook::RIGHT );
	notebook3->SetTabPosition( sfg::Notebook::BOTTOM );
	notebook4->SetTabPosition( sfg::Notebook::LEFT );

	sfg::Box::Ptr vertigo_box( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	sfg::Button::Ptr vertigo_button( sfg::Button::Create( L"Vertigo" ) );
	vertigo_box->Pack( vertigo_button, true, true );

	notebook1->AppendPage( boxmain, sfg::Label::Create( "Page Name Here" ) );
	notebook1->AppendPage( notebook2, sfg::Label::Create( "Another Page" ) );
	notebook2->AppendPage( notebook3, sfg::Label::Create( "Yet Another Page" ) );
	notebook2->AppendPage( sfg::Label::Create( L"" ), sfg::Label::Create( "Dummy Page" ) );
	notebook3->AppendPage( notebook4, sfg::Label::Create( "And Another Page" ) );
	notebook3->AppendPage( sfg::Label::Create( L"" ), sfg::Label::Create( "Dummy Page" ) );
	notebook4->AppendPage( vertigo_box, sfg::Label::Create( "And The Last Page" ) );
	notebook4->AppendPage( sfg::Label::Create( L"" ), sfg::Label::Create( "Dummy Page" ) );

	m_wndmain->Add( notebook1 );

	// Signals.
	btnaddbuttonh->OnClick.Connect( &SampleApp::OnAddButtonHClick, this );
	btnaddbuttonv->OnClick.Connect( &SampleApp::OnAddButtonVClick, this );
	m_titlebar_toggle->OnClick.Connect( &SampleApp::OnToggleTitlebarClick, this );
	btnhidewindow->OnClick.Connect( &SampleApp::OnHideWindowClicked, this );
	btntogglespace->OnClick.Connect( &SampleApp::OnToggleSpaceClick, this );
	m_limit_check->OnToggle.Connect( &SampleApp::OnLimitCharsToggle, this );
	btnloadstyle->OnClick.Connect( &SampleApp::OnLoadThemeClick, this );
	m_scale->GetAdjustment()->OnChange.Connect( &SampleApp::OnAdjustmentChange, this );
	spinner_toggle->OnClick.Connect( &SampleApp::OnToggleSpinner, this );

	m_wndmain->SetPosition( sf::Vector2f( 100.f, 100.f ) );

	// Another window
	sfg::Window::Ptr second_window( sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND ) );
	second_window->SetId( "second_window" );
	second_window->SetTitle( "Another window" );
	sfg::Box::Ptr box( sfg::Box::Create( sfg::Box::VERTICAL, 5.f ) );
	box->Pack( sfg::Label::Create( "Aliquam sed pretium lacus." ), false );
	box->Pack( sfg::Label::Create( "Nullam placerat mauris vel nulla sagittis pellentesque." ), false );
	box->Pack( sfg::Label::Create( "Suspendisse in justo dui." ), false );
	box->Pack( sfg::Label::Create( "Ut dolor massa, gravida eu facilisis convallis, convallis sed odio." ), false );
	box->Pack( sfg::Label::Create( "Nunc placerat consequat vehicula." ), false );
	second_window->Add( box );
	second_window->SetPosition( sf::Vector2f( 10.f, 10.f ) );
	second_window->SetId( "second_window" );
	m_desktop.Add( second_window );

	// Add window to desktop
	m_desktop.Add( m_wndmain );

	// Play around with resource manager.
	sf::Font my_font;
	my_font.loadFromFile( "data/linden_hill.otf" );
	m_desktop.GetEngine().GetResourceManager().AddFont( "custom_font", my_font, false ); // false -> do not manage!

	// Set properties.
	m_desktop.SetProperty( "Button#close:Normal", "Color", sf::Color::Yellow );
	m_desktop.SetProperty( "Button#close", "FontName", "data/linden_hill.otf" );
	m_desktop.SetProperty( "Button#close", "FontSize", 15.f );
	m_desktop.SetProperty( "Window#second_window > Box > Label", "FontName", "custom_font" );
	m_desktop.SetProperty( "Window#second_window > Box > Label", "FontSize", 18.f );

	m_fps_counter = 0;
	m_fps_clock.restart();

	sf::Clock clock;

	while( m_window.isOpen() ) {
		while( m_window.pollEvent( event ) ) {
			if( event.type == sf::Event::Closed ) {
				m_window.close();
			}
			else if( event.type == sf::Event::Resized ) {
				m_desktop.UpdateViewRect( sf::FloatRect( 0.f, 0.f, static_cast<float>( event.size.width ), static_cast<float>( event.size.height ) ) );
			}

			m_desktop.HandleEvent( event );
		}

		m_window.draw( m_background_sprite );

		sf::Uint64 microseconds = clock.getElapsedTime().asMicroseconds();

		// Only update every 5ms
		if( microseconds > 5000 ) {
			m_desktop.Update( static_cast<float>( microseconds ) / 1000000.f );
			clock.restart();
		}

		sfg::Renderer::Get().Display( m_window );

		m_window.display();

		if( m_fps_clock.getElapsedTime().asMicroseconds() >= 1000000 ) {
			m_fps_clock.restart();

			std::stringstream sstr;
			sstr << "SFGUI test -- FPS: " << m_fps_counter;

			m_window.setTitle( sstr.str() );

			m_fps_counter = 0;
		}

		++m_fps_counter;
	}
}
Пример #10
0
void SampleApp::Run() {
	sf::Event event;

	//m_window.SetFramerateLimit( 60 );
	//m_window.EnableVerticalSync( true );

	// Tune Renderer
	m_sfgui.TuneUseFBO( true );
	m_sfgui.TuneAlphaThreshold( .2f );
	m_sfgui.TuneCull( true );

	// Create widgets.
	m_wndmain = sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND | sfg::Window::RESIZE );
	m_wndmain->SetTitle( L"Example application" );

	sfg::Button::Ptr btnaddbuttonh( sfg::Button::Create( L"Add button horizontally" ) );
	sfg::Button::Ptr btnaddbuttonv( sfg::Button::Create( L"Add button vertically" ) );
	m_titlebar_toggle = sfg::ToggleButton::Create( "Toggle titlebar" );
	m_titlebar_toggle->SetActive( true );

	{
		sf::Image add_image;
		if( add_image.loadFromFile( "data/add.png" ) ) {
			sfg::Image::Ptr image( sfg::Image::Create( add_image ) );
			btnaddbuttonh->SetImage( image );

			image = sfg::Image::Create( add_image );
			btnaddbuttonv->SetImage( image );
		}
	}

	sfg::Button::Ptr btnhidewindow( sfg::Button::Create( L"Close window" ) );
	btnhidewindow->SetId( "close" );

	{
		sf::Image close_image;
		if( close_image.loadFromFile( "data/delete.png" ) ) {
			sfg::Image::Ptr image( sfg::Image::Create( close_image ) );
			btnhidewindow->SetImage( image );
		}
	}

	sfg::Button::Ptr btntogglespace( sfg::Button::Create( L"Box Spacing") );
	sfg::Button::Ptr btnloadstyle( sfg::Button::Create( L"Load theme") );

	m_entry = sfg::Entry::Create( L"Type" );
	m_entry->SetRequisition( sf::Vector2f( 100.f, .0f ) );
	m_entry->AppendText( L" something!" );

	m_limit_check = sfg::CheckButton::Create( L"Limit to 4 chars" );
	m_limit_check->SetId( "limit_check" );

	sfg::Entry::Ptr password( sfg::Entry::Create() );
	password->HideText( '*' );

	// Layout.
	sfg::Box::Ptr boxtoolbar( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	boxtoolbar->SetSpacing( 5.f );
	boxtoolbar->Pack( btnaddbuttonh, false );
	boxtoolbar->Pack( btnaddbuttonv, false );
	boxtoolbar->Pack( m_titlebar_toggle, false );
	boxtoolbar->Pack( btnhidewindow, false );
	boxtoolbar->Pack( m_entry, true );
	boxtoolbar->Pack( m_limit_check, false );

	sfg::Frame::Ptr frame1( sfg::Frame::Create( L"Toolbar 1" ) );
	frame1->Add( boxtoolbar );

	sfg::Box::Ptr boxtoolbar2( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	boxtoolbar2->SetSpacing( 5.f );
	boxtoolbar2->Pack( btntogglespace, false );
	boxtoolbar2->Pack( btnloadstyle, false );

	m_boxbuttonsh = sfg::Box::Create( sfg::Box::HORIZONTAL );
	m_boxbuttonsh->SetSpacing( 5.f );

	m_boxbuttonsv = sfg::Box::Create( sfg::Box::VERTICAL );
	m_boxbuttonsv->SetSpacing( 5.f );

	sfg::Entry::Ptr username_entry( sfg::Entry::Create() );
	username_entry->SetMaximumLength( 8 );

	m_progress = sfg::ProgressBar::Create( sfg::ProgressBar::HORIZONTAL );
	m_progress->SetRequisition( sf::Vector2f( 0.f, 20.f ) );

	m_progress_vert = sfg::ProgressBar::Create( sfg::ProgressBar::VERTICAL );
	m_progress_vert->SetRequisition( sf::Vector2f( 20.f, 0.f ) );

	sfg::Separator::Ptr separatorv( sfg::Separator::Create( sfg::Separator::VERTICAL ) );

	m_table = sfg::Table::Create();
	m_table->Attach( sfg::Label::Create( L"Please login using your username and password (span example)." ), sf::Rect<sf::Uint32>( 0, 0, 2, 1 ), sfg::Table::FILL, sfg::Table::FILL | sfg::Table::EXPAND );
	m_table->Attach( sfg::Label::Create( L"Username:"******"Password:"******"Login" ), sf::Rect<sf::Uint32>( 2, 1, 1, 2 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( separatorv, sf::Rect<sf::Uint32>( 3, 0, 1, 3 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( m_progress_vert, sf::Rect<sf::Uint32>( 4, 0, 1, 3 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->SetRowSpacings( 5.f );
	m_table->SetColumnSpacings( 5.f );

	m_scrolled_window_box = sfg::Box::Create( sfg::Box::VERTICAL );

	for( int i = 0; i < 5; i++ ) {
		sfg::Box::Ptr box = sfg::Box::Create( sfg::Box::HORIZONTAL );

		for( int j = 0; j < 20; j++ ) {
			box->Pack( sfg::Button::Create( L"One button among many" ), true );
		}

		m_scrolled_window_box->Pack( box, false );
	}

	m_scrolled_window = sfg::ScrolledWindow::Create();
	m_scrolled_window->SetRequisition( sf::Vector2f( .0f, 160.f ) );
	m_scrolled_window->SetScrollbarPolicy( sfg::ScrolledWindow::HORIZONTAL_AUTOMATIC | sfg::ScrolledWindow::VERTICAL_AUTOMATIC );
	m_scrolled_window->SetPlacement( sfg::ScrolledWindow::TOP_LEFT );
	m_scrolled_window->AddWithViewport( m_scrolled_window_box );

	sfg::Scrollbar::Ptr scrollbar( sfg::Scrollbar::Create() );
	scrollbar->SetRange( .0f, 100.f );

	m_scale = sfg::Scale::Create();
	m_scale->SetAdjustment( scrollbar->GetAdjustment() );
	m_scale->SetRequisition( sf::Vector2f( 100.f, .0f ) );
	boxtoolbar2->Pack( m_scale, false );

	m_combo_box = sfg::ComboBox::Create();

	for( int index = 0; index < 30; ++index ) {
		std::stringstream sstr;

		sstr << "Item " << index;

		m_combo_box->AppendItem( sstr.str() );
	}

	boxtoolbar2->Pack( m_combo_box, true );

	sfg::Frame::Ptr frame2( sfg::Frame::Create( L"Toolbar 2" ) );
	frame2->Add( boxtoolbar2 );
	frame2->SetAlignment( sf::Vector2f( .8f, .0f ) );

	sfg::Separator::Ptr separatorh( sfg::Separator::Create( sfg::Separator::HORIZONTAL ) );

	sfg::Box::Ptr box_image( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	box_image->SetSpacing( 15.f );

	sfg::Fixed::Ptr fixed_container( sfg::Fixed::Create() );
	sfg::Button::Ptr fixed_button( sfg::Button::Create( L"I'm at (34,61)" ) );
	fixed_container->Put( fixed_button, sf::Vector2f( 34.f, 61.f ) );
	box_image->Pack( fixed_container, false );

	sf::Image sfgui_logo;
	m_image = sfg::Image::Create();

	if( sfgui_logo.loadFromFile( "data/sfgui.png" ) ) {
		m_image->SetImage( sfgui_logo );
		box_image->Pack( m_image, false );
	}

	sfg::Button::Ptr mirror_image( sfg::Button::Create( L"Mirror Image" ) );

	box_image->Pack( mirror_image, false );

	sfg::Box::Ptr spinner_box( sfg::Box::Create( sfg::Box::VERTICAL ) );

	m_spinner = sfg::Spinner::Create();
	m_spinner->SetRequisition( sf::Vector2f( 40.f, 40.f ) );
	m_spinner->Start();
	sfg::ToggleButton::Ptr spinner_toggle( sfg::ToggleButton::Create( L"Spin") );
	spinner_toggle->SetActive( true );
	spinner_box->SetSpacing( 5.f );
	spinner_box->Pack( m_spinner, false );
	spinner_box->Pack( spinner_toggle, false );

	box_image->Pack( spinner_box, false );

	sfg::Box::Ptr radio_box( sfg::Box::Create( sfg::Box::VERTICAL ) );

	sfg::RadioButton::Ptr radio1( sfg::RadioButton::Create( "Radio 1" ) );
	sfg::RadioButton::Ptr radio2( sfg::RadioButton::Create( "Radio 2", radio1->GetGroup() ) );
	sfg::RadioButton::Ptr radio3( sfg::RadioButton::Create( "Radio 3", radio2->GetGroup() ) );

	radio_box->Pack( radio1 );
	radio_box->Pack( radio2 );
	radio_box->Pack( radio3 );

	box_image->Pack( radio_box, false );

	sfg::SpinButton::Ptr spinbutton( sfg::SpinButton::Create( scrollbar->GetAdjustment() ) );
	spinbutton->SetRequisition( sf::Vector2f( 80.f, 0.f ) );
	spinbutton->SetDigits( 3 );

	sfg::Box::Ptr spinbutton_box( sfg::Box::Create( sfg::Box::VERTICAL ) );
	spinbutton_box->Pack( spinbutton, false, false );

	box_image->Pack( spinbutton_box, false, false );

	sfg::ComboBox::Ptr aligned_combo_box( sfg::ComboBox::Create() );
	aligned_combo_box->AppendItem( L"I'm way over here" );
	aligned_combo_box->AppendItem( L"Me too" );
	aligned_combo_box->AppendItem( L"Me three" );
	aligned_combo_box->SelectItem( 0 );

	sfg::Alignment::Ptr alignment( sfg::Alignment::Create() );
	alignment->Add( aligned_combo_box );
	box_image->Pack( alignment, true );
	alignment->SetAlignment( sf::Vector2f( 1.f, .5f ) );
	alignment->SetScale( sf::Vector2f( 0.f, .01f ) );

	sfg::Box::Ptr boxmain( sfg::Box::Create( sfg::Box::VERTICAL ) );
	boxmain->SetSpacing( 5.f );
	boxmain->Pack( scrollbar, false );
	boxmain->Pack( m_progress, false );
	boxmain->Pack( frame1, false );
	boxmain->Pack( frame2, false );
	boxmain->Pack( m_boxbuttonsh, false );
	boxmain->Pack( m_boxbuttonsv, false );
	boxmain->Pack( box_image, true );
	boxmain->Pack( separatorh, false );
	boxmain->Pack( m_table, true );
	boxmain->Pack( m_scrolled_window );

	sfg::Notebook::Ptr notebook1( sfg::Notebook::Create() );
	sfg::Notebook::Ptr notebook2( sfg::Notebook::Create() );
	sfg::Notebook::Ptr notebook3( sfg::Notebook::Create() );
	sfg::Notebook::Ptr notebook4( sfg::Notebook::Create() );

	notebook1->SetTabPosition( sfg::Notebook::TOP );
	notebook2->SetTabPosition( sfg::Notebook::RIGHT );
	notebook3->SetTabPosition( sfg::Notebook::BOTTOM );
	notebook4->SetTabPosition( sfg::Notebook::LEFT );

	sfg::Box::Ptr vertigo_box( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	sfg::Button::Ptr vertigo_button( sfg::Button::Create( L"Vertigo" ) );
	vertigo_box->Pack( vertigo_button, true, true );

	notebook1->AppendPage( boxmain, sfg::Label::Create( "Page Name Here" ) );
	notebook1->AppendPage( notebook2, sfg::Label::Create( "Another Page" ) );
	notebook2->AppendPage( notebook3, sfg::Label::Create( "Yet Another Page" ) );
	notebook2->AppendPage( sfg::Label::Create( L"" ), sfg::Label::Create( "Dummy Page" ) );
	notebook3->AppendPage( notebook4, sfg::Label::Create( "And Another Page" ) );
	notebook3->AppendPage( sfg::Label::Create( L"" ), sfg::Label::Create( "Dummy Page" ) );
	notebook4->AppendPage( vertigo_box, sfg::Label::Create( "And The Last Page" ) );
	notebook4->AppendPage( sfg::Label::Create( L"" ), sfg::Label::Create( "Dummy Page" ) );

	m_wndmain->Add( notebook1 );

	// Signals.
	btnaddbuttonh->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnAddButtonHClick, this );
	btnaddbuttonv->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnAddButtonVClick, this );
	m_titlebar_toggle->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnToggleTitlebarClick, this );
	btnhidewindow->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnHideWindowClicked, this );
	btntogglespace->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnToggleSpaceClick, this );
	m_limit_check->GetSignal( sfg::ToggleButton::OnToggle ).Connect( &SampleApp::OnLimitCharsToggle, this );
	btnloadstyle->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnLoadThemeClick, this );
	m_scale->GetAdjustment()->GetSignal( sfg::Adjustment::OnChange ).Connect( &SampleApp::OnAdjustmentChange, this );
	spinner_toggle->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnToggleSpinner, this );
	mirror_image->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnMirrorImageClick, this );

	spinbutton->SetValue( 20.f );
	spinbutton->GetAdjustment()->SetMinorStep( .8f );

	m_wndmain->SetPosition( sf::Vector2f( 100.f, 100.f ) );

	// Another window
	sfg::Window::Ptr second_window( sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND | sfg::Window::RESIZE ) );
	second_window->SetId( "second_window" );
	second_window->SetTitle( "Resize this window to see ad-hoc wrapping." );
	sfg::Box::Ptr box( sfg::Box::Create( sfg::Box::VERTICAL, 5.f ) );

	sfg::Label::Ptr lipsum = sfg::Label::Create(
		"Nullam ut ante leo. Quisque consequat condimentum pulvinar. "
		"Duis a enim sapien, ut vestibulum est. Vestibulum commodo, orci non gravida. "
		"Aliquam sed pretium lacus. "
		"Nullam placerat mauris vel nulla sagittis pellentesque. "
		"Suspendisse in justo dui.\n"
		"Ut dolor massa, gravida eu facilisis convallis, convallis sed odio.\n"
		"Nunc placerat consequat vehicula."
	);

	lipsum->SetRequisition( sf::Vector2f( 400.f, 0.f ) );
	lipsum->SetLineWrap( true );

	box->Pack( lipsum );
	second_window->Add( box );
	second_window->SetPosition( sf::Vector2f( 10.f, 10.f ) );
	second_window->SetId( "second_window" );
	m_desktop.Add( second_window );

	sfg::Window::Ptr third_window( sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND | sfg::Window::RESIZE ) );

	m_gl_canvas = sfg::Canvas::Create( true );
	m_gl_canvas->SetRequisition( sf::Vector2f( 200.f, 150.f ) );

	third_window->Add( m_gl_canvas );

	third_window->SetId( "third_window" );
	third_window->SetTitle( "Embedded OpenGL drawing" );
	third_window->SetPosition( sf::Vector2f( 480.f, 20.f ) );
	m_desktop.Add( third_window );

	sf::Texture texture;
	texture.loadFromImage( sfgui_logo );
	m_canvas_sprite.setTexture( texture );

	sfg::Window::Ptr fourth_window( sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND | sfg::Window::RESIZE ) );

	m_sfml_canvas = sfg::Canvas::Create();
	m_sfml_canvas->SetRequisition( sf::Vector2f( static_cast<float>( texture.getSize().x ), static_cast<float>( texture.getSize().y ) ) );

	fourth_window->Add( m_sfml_canvas );

	fourth_window->SetId( "fourth_window" );
	fourth_window->SetTitle( "Embedded SFML drawing" );
	fourth_window->SetPosition( sf::Vector2f( 760.f, 20.f ) );
	m_desktop.Add( fourth_window );

	// Add window to desktop
	m_desktop.Add( m_wndmain );

	// Play around with resource manager.
	sf::Font my_font;
	my_font.loadFromFile( "data/linden_hill.otf" );
	m_desktop.GetEngine().GetResourceManager().AddFont( "custom_font", my_font, false ); // false -> do not manage!

	// Set properties.
	m_desktop.SetProperty( "Button#close:Normal", "Color", sf::Color::Yellow );
	// #close is sufficient since there is only 1 widget with this id
	m_desktop.SetProperty( "#close", "FontName", "data/linden_hill.otf" );
	m_desktop.SetProperty( "#close", "FontSize", 15.f );

	// Multiple properties can be set at once to save calls.
	m_desktop.SetProperties(
		"Window#second_window > Box > Label {"
		"	FontName: custom_font;"
		"	FontSize: 18;"
		"}"
	);

	m_fps_counter = 0;
	m_fps_clock.restart();

	sf::Clock clock;
	sf::Clock frame_time_clock;

	sf::Int64 frame_times[5000];
	std::size_t frame_times_index = 0;

	while( m_window.isOpen() ) {
		while( m_window.pollEvent( event ) ) {
			if( event.type == sf::Event::Closed ) {
				m_window.close();
			}
			else if( event.type == sf::Event::Resized ) {
				m_desktop.UpdateViewRect( sf::FloatRect( 0.f, 0.f, static_cast<float>( event.size.width ), static_cast<float>( event.size.height ) ) );
			}

			m_desktop.HandleEvent( event );
		}

		m_window.draw( m_background_sprite );

		sf::Uint64 microseconds = clock.getElapsedTime().asMicroseconds();

		// Only update every 5ms
		if( microseconds > 5000 ) {
			m_desktop.Update( static_cast<float>( microseconds ) / 1000000.f );
			clock.restart();

			// Only refresh canvas contents every 5ms too
			m_gl_canvas->Bind();
			m_gl_canvas->Clear( sf::Color( 0, 0, 0, 0 ), true );
			RenderCustomGL();
			m_gl_canvas->Display();
			m_gl_canvas->Unbind();

			m_sfml_canvas->Bind();
			m_sfml_canvas->Clear( sf::Color( 0, 0, 0, 0 ) );
			RenderCustomSFML();
			m_sfml_canvas->Display();
			m_sfml_canvas->Unbind();

			m_window.setActive( true );
		}

		m_sfgui.Display( m_window );

		m_window.display();

		sf::Int64 frame_time = frame_time_clock.getElapsedTime().asMicroseconds();
		frame_time_clock.restart();

		frame_times[ frame_times_index ] = frame_time;
		frame_times_index = ( frame_times_index + 1 ) % 5000;

		if( m_fps_clock.getElapsedTime().asMicroseconds() >= 1000000 ) {
			m_fps_clock.restart();

			sf::Int64 total_time = 0;

			for( std::size_t index = 0; index < 5000; ++index ) {
				total_time += frame_times[index];
			}

			std::stringstream sstr;
			sstr << "SFGUI test -- FPS: " << m_fps_counter << " -- Frame Time (microsecs): min: "
			<< *std::min_element( frame_times, frame_times + 5000 ) << " max: "
			<< *std::max_element( frame_times, frame_times + 5000 ) << " avg: "
			<< static_cast<float>( total_time ) / 5000.f;

			m_window.setTitle( sstr.str() );

			m_fps_counter = 0;
		}

		++m_fps_counter;
	}

	glDeleteLists( m_custom_draw_display_list, 1 );
}
Пример #11
0
MainMenu::MainMenu(sf::RenderWindow &w) :Controller(w), usernameTextBox(&font, sf::Vector2f(0, 0), sf::Vector2f(100, 50)), serverIpTextBox(&font, sf::Vector2f(0, 0), sf::Vector2f(100, 30), 2), portTextBox(&font, sf::Vector2f(0, 0), sf::Vector2f(100, 30), 2) {
    std::cout << "Error: Main Menu not constructed with access to parent app";
    w.close();
}
Пример #12
0
int main(){
    srand(time(NULL));
    Background::load_background();
    Sound::load_sounds();
    Sprites::load_sprites();
    Font::load_font();
    window.setFramerateLimit(30);
    while (window.isOpen())
    {
        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space) && shot_counter==0){
            break;
        }
        window.draw(Background::before_game_start_sprite);
        window.display();
    }
    Hero hero;
    Enemys enemys;
    while (window.isOpen())
    {
        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();
        }
        shot_counter++;
        shot_counter%=10;
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space) && shot_counter==0){
            hero.fire();
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)){
            hero.move_left();
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)){
            hero.move_right();
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)){
            hero.move_up();
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)){
            hero.move_down();
        }
        Sound::play_background_music();
        Background::show(window);
        hero.turn(window);
        enemys.turn(window);
        window.display();
        if (hero.get_health()<=0) break;
    }
    while (window.isOpen())
    {
        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space) && shot_counter==0){
            break;
        }
        Sound::game_music.stop();
        window.draw(Background::gameover_sprite);
        window.display();
    }
    return 0;
}
Пример #13
0
void Level1::eventListen(sf::RenderWindow &window)
{
	sf::Event event;
	while (window.pollEvent(event))
	{
		// get the current mouse position in the window
		mPixelPos = sf::Mouse::getPosition(window);
		// convert it to world coordinates
		mWorldPos = window.mapPixelToCoords(mPixelPos);
		switch (event.type)
		{
			//window closed
		case sf::Event::Closed:
			window.close();
			break;

			//mouse button pressed
		case sf::Event::MouseButtonPressed:
			//if Inventory Mode is enabled, only check for collisions with Items in Inventory
			if (mUI->getState() == UI::INVENTORY)
			{
				mInventory->checkCollision(mInventory->getItems(), mWorldPos, *mUI);

				mInventory->setCraftPos(mInventory->getSelectedItem());

				if (mInventory->craftCheck())
				{
					mInventory->craftItem(mInventory->getCraftSelect1(), mInventory->getCraftSelect2());
					//Clues
					mHasCraftedFishingRod = true;
					if (mClues->getClue(2)->getState2())
					{
						mClues->getClue(3)->setState2();
						mClues->getClue(4)->setState1();

						mUI->setActiveAnimation("CluesIconGlowOnce");
					}
				}
			}
			else if (mCursor->getMode() == Cursor::DIALOGUE)
			{
				mDialogueSystem->setState();
			}
			else if (mUI->getState() != UI::INGAME)
			{
				mUI->checkCollision(mWorldPos);
			}
			else if (mCursor->getMode() != Cursor::DISABLED && !mPushingBlock && !mFishing)
			{
				mouseClick(event);
			}
			break;

		case sf::Event::MouseButtonReleased:
			if (mUI->getState() == UI::INVENTORY)
			{
				mInventory->swapCheck();
				mInventory->deSelectCheck();
				mInventory->setCraftPos(mInventory->getSelectedItem());
			}
			else if (mCursor->getMode() != Cursor::DISABLED && !mPushingBlock && !mFishing)
			{
				mouseReleased(event);
			}
			break;

		case sf::Event::KeyPressed:
			if (event.key.code == sf::Keyboard::I)
			{
				if (mUI->getState() == UI::INVENTORY)
				{
					mUI->setState(UI::INGAME);
					mCursor->setMode(Cursor::NORMAL);
				}
				else if (mCursor->getMode() != Cursor::DIALOGUE)
				{
					mUI->setState(UI::INVENTORY);
					mCursor->setMode(Cursor::INVENTORY);
					mMenuInventorySound.play();

					if (mUI->getActiveAnimation() == "InventoryIconGlow" || mUI->getActiveAnimation() == "InventoryIconGlowOnce")
					{
						mUI->setActiveAnimation("None");
					}
				}
			}
			if (event.key.code == sf::Keyboard::P)
			{
				mPlayer->togglePlayer();
			}
			if (event.key.code == sf::Keyboard::Escape)
			{
				if (mUI->getState() == UI::EXIT || mUI->getState() == UI::INVENTORY || mUI->getState() == UI::CLUES)
				{
					mUI->setState(UI::INGAME);
					mCursor->setMode(Cursor::NORMAL);
				}
				else if (mCursor->getMode() != Cursor::DIALOGUE)
				{
					mUI->setState(UI::EXIT);
					mCursor->setMode(Cursor::MENU);
				}
			}
			break;

		default:
			break;
		}
	}
}
Пример #14
0
void PlayGame(sf::RenderWindow& window) {
	sf::View view;
	sf::Image layout;
	sf::Music theme;
	theme.openFromFile("resources/audio/Child of Light - Boss Battle Theme.wav");
	theme.play();
	
	int mapNum = rand() % 4 + 1;
	
	string mapString("resources/environment/map." + std::to_string(mapNum) + ".png");
	//string mapString("resources/environment/map." + std::to_string(mapNum) + ".png");
	string outputMapString("Loaded Map " + std::to_string(mapNum) + ".");
	cout << outputMapString << endl;

	
	layout.loadFromFile(mapString);

	sf::Texture red;
	sf::Texture green;
	sf::Texture blue;
	sf::Texture black;
	sf::Texture blank;


	red.loadFromFile("resources/environment/darkgrassyrock.jpg");
	green.loadFromFile("resources/environment/playerSpawn.jpg");
	blue.loadFromFile("resources/environment/purplecliffrock.jpg");
	black.loadFromFile("resources/environment/darkgrassyrock.jpg");
	blank.loadFromFile("resources/environment/darkestrock.jpg");

	Map currentMap(window, 150, red, green, blue, black, blank, layout);

	sf::Clock deltaTimeClock;
	float DeltaTime = 0;

	// load some resources like textures which will be used for the duration of the game
	sf::Texture petRockTex;
	petRockTex.loadFromFile("resources/character/petRock.png");
	sf::Clock spawnTime;
	bool pause = false;
	sf::Texture reaperBossIdleTex;
	reaperBossIdleTex.loadFromFile("resources/character/Reaper Boss-Idle.png");


	//window.setFramerateLimit(60);
	//std::vector<Character*> petRockList;
	std::vector<std::unique_ptr<Character>> petRockList;
	MeleeWeapon sword("axe", "gold", 5, 9, 10, "Golden-BattleAxe.png");

	Player player(100, 10, 10, 10, 10, 10, 10, 10, 10, window, petRockList, DeltaTime, currentMap);
	//ReaperBoss reaperBoss(500, window, player);



	player.equipMelee(sword);



	sf::Font asmanFont;
	sf::Text pauseText;
	asmanFont.loadFromFile("resources/font/ASMAN.ttf");
	pauseText.setFont(asmanFont);
	pauseText.setString("Paused");
	pauseText.setCharacterSize(200);
	pauseText.setColor(sf::Color::Red);
	pauseText.setPosition(player.position.x - 350, player.position.y - 20);

	for (int i = 0; i < 10; i++) { // make 10 enemies 
		std::unique_ptr<Character> newPetRock(new PetRock(1, window, petRockTex, player, DeltaTime, currentMap));
		petRockList.push_back(std::move(newPetRock));
	}
	//ReaperBoss reaperBoss(500, window, player);
	std::unique_ptr<Character> reaperBoss(new ReaperBoss(750, window, player, DeltaTime, currentMap));
	petRockList.push_back(std::move(reaperBoss));



	//sf::Sprite backGround;
	//sf::Texture backGroundTex;
	//backGroundTex.loadFromFile("resources/environment/floorBackground.jpg");
	//backGround.setTexture(backGroundTex);

	//backGround.setScale(5, 5);



	view.setCenter(sf::Vector2f(player.sprite.getPosition().x, player.sprite.getPosition().y));
	view.setSize(1780, 980);

	while (window.isOpen()) {


		sf::Time timeFromClock = deltaTimeClock.restart();
		DeltaTime = timeFromClock.asSeconds();

		if (spawnTime.getElapsedTime().asSeconds() > 10 && petRockList.size() < 10) {
			for (int i = 0; i < 10; i++) { // make 10 enemies 
				std::unique_ptr<Character> newPetRock(new PetRock(1, window, petRockTex, player, DeltaTime, currentMap));
				petRockList.push_back(std::move(newPetRock));
			}
			spawnTime.restart();
		}



		if (!pause && sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
			pause = true;
		}
		if (pause && sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
			pause = false;
		}
		// get all the input first every frame
		sf::Event event;
		while (window.pollEvent(event))
		{
			if (event.type == sf::Event::Closed) {
				window.close();
			}

		} // input loop ended


		window.setView(view);

		view.setCenter(sf::Vector2f(player.sprite.getPosition().x, player.sprite.getPosition().y));

		window.clear();


		if (!pause) {  //This is the pause function

					   //window.draw(backGround);
			currentMap.Update();

			player.Update();

			for (int i = 0; i < petRockList.size(); i++) {
				petRockList.at(i)->Update();
			}
			window.draw(player.scoreText);
		}
		else {
			window.draw(pauseText);
		}


		window.display();
		if (!player.alive) {
			return;
		}
	}
}
Пример #15
0
void Game::manageEvents(sf::RenderWindow &window, Character &player, TileMap map)
{

    sf::Event event;
    while (window.pollEvent(event))
    {

    // Close window : exit
    if (event.type == Event::Closed)
    {
        window.close();
        deleteAllMobs();
    }
    
    // Escape pressed : exit
    else if (Keyboard::isKeyPressed(Keyboard::Escape))
    {
        window.close();
        deleteAllMobs();
    }
    //Right arrow : move player right
    else if (Keyboard::isKeyPressed(Keyboard::Right))
    {
        player.getAnimatedWalk().y=48*2;
        player.collisionWithTileManager(map);
        player.moveRight();
        player.canMove();
    }
    //Left arrow : move player left
    else if (Keyboard::isKeyPressed(Keyboard::Left))
    {
        player.getAnimatedWalk().y=48;
        player.collisionWithTileManager(map);
        player.moveLeft();
        player.canMove();
    }
    //Up arrow : move player up
    else if (Keyboard::isKeyPressed(Keyboard::Up))
    {
        player.getAnimatedWalk().y=48*3;
        player.collisionWithTileManager(map);
        player.moveUp();
        player.canMove();
        
    }
    //Down arrow : move player down
    else if (Keyboard::isKeyPressed(Keyboard::Down))
    {
        player.getAnimatedWalk().y=0;
        player.collisionWithTileManager(map);
        player.moveDown();
        player.canMove();
        
    }
    if(Keyboard::isKeyPressed(Keyboard::Right)||Keyboard::isKeyPressed(Keyboard::Left) || //So walk animation only occur
           Keyboard::isKeyPressed(Keyboard::Up)   ||Keyboard::isKeyPressed(Keyboard::Down))  //when pler moved
    {
        //Animates the plaer's movements
        player.getAnimatedWalk().x += 47;
        if(player.getAnimatedWalk().x>=47*2)
        player.getAnimatedWalk().x=0;
            
        player.getSprite().setTextureRect(IntRect(player.getAnimatedWalk().x,player.getAnimatedWalk().y,47,47));
        }
    }

}
Пример #16
0
void Engine::startMenu(sf::RenderWindow &window)
{
	Menu menu(profiles);
	while (bMenu)
	{
		sf::Event event;
		while (window.pollEvent(event))
		{
			if (event.type == sf::Event::Closed)
				window.close();
			if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Up))
			{
				menu.selectOption(1);
			}
			if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Down))
			{
				menu.selectOption(2);
			}
			if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Right))
			{
				menu.selectOption(3);
			}
			if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Left))
			{
				menu.selectOption(4);
			}
			if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Space))
			{
				int request = menu.useOption(this->iBombs, this->iDynamites, this->currentProfile);
				if (request == 1)//save profiles
				{
					this->profiles->Save();
				}
				else if (request == 2) //exit
				{
					window.close();
					this->brun = false;
					return;
				}
				else if (request == 3)
				{
					bool bResult = true;
					sf::String profileName;
					while (bResult)
					{
						while (window.pollEvent(event))
						{
							if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Space))
							{
								bResult = false;
							}
							else if (event.type == sf::Event::TextEntered)
							{
								if (event.text.unicode > 47 && event.text.unicode < 123)
								{
									profileName += event.text.unicode;
								}
							}
							
						}
						sf::Text Player;
						sf::Font font;
						font.loadFromFile("C:\\Users\\Quantzo\\Source\\Repos\\ProjektPK4\\Pk4Project\\Pk4Project\\Cinta Adalah Perhatian.ttf");
						Player.setFont(font);
						Player.setCharacterSize(50);
						Player.setString(profileName);
						Player.setPosition(20, 200);
						window.clear();
						window.draw(Player);						
						window.display();
					}
					Profile tmp;
					tmp.setName(profileName);
					this->profiles->addProfile(tmp);
				}
				else if (request == 4)
				{
					this->bGame = true;
					this->bMenu = false;
					return;
				}
			}
		}
		window.clear();
		menu.Draw(window);
		window.display();
	}
}
Пример #17
0
void Window::Destroy() {
	_window.close();
}
Пример #18
0
//pass some parameters at some point
//one of them being map...?
void gameLoop(sf::Clock clock, sf::Time frameGap) {
  std::vector<Projectile*>::iterator prjIterator;

   /*
  for (int i=0;i<9;i++) {
    Projectile prj("blueBullet.png",10,11,1280/2,720/2,(360/8)*i,2);
    Projectiles.push_back(prj);
  }
  */

  // for (int i=0;i<9;i++) {
  //Projectiles.push_back(new Laser("blueBullet.png",10,11,1280/2,720/2,(360/8)*i,10));
  //}

  Projectiles.push_back(new Projectile("blueBullet.png",10,11,1280/2,720/2,0, 20));

  //When an object is pushed, it loses its texture and must be retextured
  //OBSOLETE
  //for (prjIterator=Projectiles.begin(); prjIterator!=Projectiles.end(); ++prjIterator) {
  //(*prjIterator)->retexture();
  // }
  
  /******************v NECESSARY STUFF v*********************/
  while (running) {
    /***********************v Keyboard v*********************/
      if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
	left = true;
      }
      else
	left = false;
      if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
	right = true;
      }
      else
	right = false;
      if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
	up = true;
      }
      else
	up = false;
      if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
	down = true;
      }
      else
	down = false;
      if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
	w = true;
      }
      else
	w = false;
      if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
	a = true;
      }
      else
	a = false;
      if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
	s = true;
      }
      else
	s = false;
      if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
	d = true;
      }
      else
	d = false;
      
      //gets the mouse coordinates
      mirror.mouseX = sf::Mouse::getPosition(window).x;
      mirror.mouseY = sf::Mouse::getPosition(window).y;

      /***********************^ Keyboard ^*********************/
      
      sf::Event event;
      while (window.pollEvent(event)) {
	switch (event.type) {
	case sf::Event::Closed:
	  window.close();
	  break;
	}
      }
      
/******************^ NECESSARY STUFF ^*********************/

    //*****if one frame completes
      if (clock.getElapsedTime() >= frameGap) {
      //timer reset
      clock.restart();
      totalFrame++;
	
      //key response: arrows or wasd
      if (left || a)
	p.dX = (p.speed*-1);
      else if (right || d)
	p.dX = p.speed;
      else
	p.dX = 0;

      if (up || w)
	p.dY = (p.speed*-1);
      else if (down || s)
	p.dY = p.speed;
      else
	p.dY = 0;

      //movement****************************************
      p.step();
      mirror.step(p, mirror.mouseX, mirror.mouseY);
      /****v Projectiles v****/
      for (prjIterator=Projectiles.begin(); prjIterator!=Projectiles.end(); ++prjIterator) {
	(*prjIterator)->step();
      }
      /****^ Projectiles ^****/

      //reset window
      window.clear();

      //draws new stuff*********************************	
      window.draw(p.shape);
      window.draw(mirror.sprite);

      //testing an hp bar
      window.draw(p.hpSprite);


      /****v Projectiles v****/
      for (prjIterator=Projectiles.begin(); prjIterator!=Projectiles.end(); ++prjIterator) {
	window.draw((*prjIterator)->sprite);
      }
      /****^ Projectiles ^****/

      //display new stuff
      window.display();
    }
  }
}
Пример #19
0
void			Graph::gestEvent(sf::RenderWindow &window, sf::Time time)
{
  sf::Event event;
  sf::View view;

  view = window.getView();
  view.move((-sf::Keyboard::isKeyPressed(sf::Keyboard::Left) + sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) * time.asSeconds() * 1000, (-sf::Keyboard::isKeyPressed(sf::Keyboard::Up) + sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) * time.asSeconds() * 1000);
  window.setView(view);
  while (window.pollEvent(event))
    {
      if (event.type == sf::Event::Resized)
	{
	  sf::View view;

	  view = window.getView();
	  view.setSize(event.size.width, event.size.height);
	  window.setView(view);
	}
      if (event.type == sf::Event::Closed)
	window.close();
      if (event.type == sf::Event::TextEntered)
      	{
	  if (_target != NULL)
	    _target->write(event.text.unicode);
	  replaceEntity();
      	}

      if (event.type == sf::Event::KeyPressed)
	{
	  if (event.key.code == sf::Keyboard::Escape)
	    window.close();
	  if (event.key.code == sf::Keyboard::F1)
	    saveToFile();
	  if (event.key.code == sf::Keyboard::F2)
	    saveToImage();
	}
      if (event.type == sf::Event::MouseButtonPressed)
	{
	  if (event.mouseButton.button == sf::Mouse::Left)
	    {
	      bool inside = false;

	      for(std::vector<std::vector<Entity*> >::iterator i = _entities.begin(); !inside && i != _entities.end();++i)
		{
		  for(std::vector<Entity*>::iterator j = (*i).begin(); !inside && j != (*i).end();++j)
		    {
		      State state;

		      state = (*j)->inside(window.mapPixelToCoords(sf::Vector2<int>(event.mouseButton.x, event.mouseButton.y)));
		      if (state == INSIDE)
			{
			  inside = true;
			  _target = *j;
			}
		      else if (state == KILLME)
			{
			  inside = true;
			  delete (*j);
			  (*i).erase(j);
			  if ((*i).empty())
			    _entities.erase(i);
			}
		    }
		}
	      if (!inside)
		_target = NULL;
	    }
	  replaceEntity();
	}
    }
}
Пример #20
0
void Events::processEvents(sf::RenderWindow& window, sf::Event& event)
{
    // Calculate coordinate adjustment factors
    int viewShiftX = window.getSize().x/2 - window.getView().getCenter().x;
    int viewShiftY = window.getSize().y/2 - window.getView().getCenter().y;

    resetStates();

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

        // Mouse
        if(event.type == sf::Event::MouseButtonPressed)
        {
            if(event.mouseButton.button == sf::Mouse::Left)
            {
                lastMouseLeft.x = sf::Mouse::getPosition(window).x - viewShiftX;
                lastMouseLeft.y = sf::Mouse::getPosition(window).y - viewShiftY;
                mouseLeftClicked = true;
                mouseLeftHeld = true;
            }

            if(event.mouseButton.button == sf::Mouse::Right)
            {
                lastMouseRight.x = sf::Mouse::getPosition(window).x - viewShiftX;
                lastMouseRight.y = sf::Mouse::getPosition(window).y - viewShiftY;
                mouseRightClicked = true;
                mouseRightHeld = true;
            }
        }

        if(event.type == sf::Event::MouseButtonReleased)
        {
            if(event.mouseButton.button == sf::Mouse::Left)
            {
                mouseLeftHeld = false;
            }

            if(event.mouseButton.button == sf::Mouse::Right)
            {
                mouseRightHeld = false;
            }
        }

        // Get last mouse coordinates
        lastMouse.x = sf::Mouse::getPosition(window).x - viewShiftX;
        lastMouse.y = sf::Mouse::getPosition(window).y - viewShiftY;

        // Get last mouse coordinates relative to window
        lastMouseWindow.x = sf::Mouse::getPosition(window).x;
        lastMouseWindow.y = sf::Mouse::getPosition(window).y;

        // Keyboard
        if(event.type == sf::Event::KeyPressed)
        {
            switch(event.key.code)
            {
                case sf::Keyboard::A :
                    isA = true;
                    isAHeld = true;
                    break;
                case sf::Keyboard::D :
                    isD = true;
                    isDHeld = true;
                    break;
                case sf::Keyboard::E :
                    isE = true;
                    isEHeld = true;
                    break;
                case sf::Keyboard::F :
                    isF = true;
                    isFHeld = true;
                    break;
                case sf::Keyboard::G :
                    isG = true;
                    isGHeld = true;
                    break;
                case sf::Keyboard::H :
                    isH = true;
                    isHHeld = true;
                    break;
                case sf::Keyboard::I :
                    isI = true;
                    isIHeld = true;
                    break;
                case sf::Keyboard::J :
                    isJ = true;
                    isJHeld = true;
                    break;
                case sf::Keyboard::K :
                    isK = true;
                    isKHeld = true;
                    break;
                case sf::Keyboard::L :
                    isL = true;
                    isLHeld = true;
                    break;
                case sf::Keyboard::O :
                    isO = true;
                    isOHeld = true;
                    break;
                case sf::Keyboard::P :
                    isP = true;
                    isPHeld = true;
                    break;
                case sf::Keyboard::Q :
                    isQ = true;
                    isQHeld = true;
                    break;
                case sf::Keyboard::R :
                    isR = true;
                    isRHeld = true;
                    break;
                case sf::Keyboard::S :
                    isS = true;
                    isSHeld = true;
                    break;
                case sf::Keyboard::T :
                    isT = true;
                    isTHeld = true;
                    break;
                case sf::Keyboard::U :
                    isU = true;
                    isUHeld = true;
                    break;
                case sf::Keyboard::W :
                    isW = true;
                    isWHeld = true;
                    break;
                case sf::Keyboard::Y :
                    isY = true;
                    isYHeld = true;
                    break;
                case sf::Keyboard::Z :
                    isZ = true;
                    isZHeld = true;
                    break;
                case sf::Keyboard::Space :
                    isSpace = true;
                    isSpaceHeld = true;
                    break;
                case sf::Keyboard::LControl :
                    isLCTRL = true;
                    isLCTRLHeld = true;
                    break;
                case sf::Keyboard::LAlt :
                    isALT = true;
                    isALTHeld = true;
                    break;
                case sf::Keyboard::Num1 :
                    isNum1 = true;
                    isNum1Held = true;
                    break;
                case sf::Keyboard::Num2 :
                    isNum2 = true;
                    isNum2Held = true;
                    break;
                case sf::Keyboard::Num3 :
                    isNum3 = true;
                    isNum3Held = true;
                    break;
                case sf::Keyboard::Num4 :
                    isNum4 = true;
                    isNum4Held = true;
                    break;
                case sf::Keyboard::Num5 :
                    isNum5 = true;
                    isNum5Held = true;
                    break;
                case sf::Keyboard::Numpad1 :
                    isNumPad1 = true;
                    isNumPad1Held = true;
                    break;
                case sf::Keyboard::Numpad2 :
                    isNumPad2 = true;
                    isNumPad2Held = true;
                    break;
                case sf::Keyboard::Numpad3 :
                    isNumPad3 = true;
                    isNumPad3Held = true;
                    break;
                case sf::Keyboard::Numpad4 :
                    isNumPad4 = true;
                    isNumPad4Held = true;
                    break;
                case sf::Keyboard::Escape :
                    isEsc = true;
                    break;
            }
        }

        if(event.type == sf::Event::KeyReleased)
        {
            switch(event.key.code)
            {
                case sf::Keyboard::A :
                    isAHeld = false;
                    break;
                case sf::Keyboard::D :
                    isDHeld = false;
                    break;
                case sf::Keyboard::E :
                    isEHeld = false;
                    break;
                case sf::Keyboard::F :
                    isFHeld = false;
                    break;
                case sf::Keyboard::G :
                    isGHeld = false;
                    break;
                case sf::Keyboard::H :
                    isHHeld = false;
                    break;
                case sf::Keyboard::I :
                    isIHeld = false;
                    break;
                case sf::Keyboard::J :
                    isJHeld = false;
                    break;
                case sf::Keyboard::K :
                    isKHeld = false;
                    break;
                case sf::Keyboard::L :
                    isLHeld = false;
                    break;
                case sf::Keyboard::O :
                    isOHeld = false;
                    break;
                case sf::Keyboard::P :
                    isPHeld = false;
                    break;
                case sf::Keyboard::Q :
                    isQHeld = false;
                    break;
                case sf::Keyboard::R :
                    isRHeld = false;
                    break;
                case sf::Keyboard::S :
                    isSHeld = false;
                    break;
                case sf::Keyboard::T :
                    isTHeld = false;
                    break;
                case sf::Keyboard::U :
                    isUHeld = false;
                    break;
                case sf::Keyboard::W :
                    isWHeld = false;
                    break;
                case sf::Keyboard::Y :
                    isYHeld = false;
                    break;
                case sf::Keyboard::Z :
                    isZHeld = false;
                    break;
                case sf::Keyboard::Space :
                    isSpaceHeld = false;
                    break;
                case sf::Keyboard::LControl :
                    isLCTRLHeld = false;
                    break;
                case sf::Keyboard::LAlt :
                    isALTHeld = false;
                    break;
                case sf::Keyboard::Num1 :
                    isNum1Held = false;
                    break;
                case sf::Keyboard::Num2 :
                    isNum2Held = false;
                    break;
                case sf::Keyboard::Num3 :
                    isNum3Held = false;
                    break;
                case sf::Keyboard::Num4 :
                    isNum4Held = false;
                    break;
                case sf::Keyboard::Num5 :
                    isNum5Held = false;
                    break;
                case sf::Keyboard::Numpad1 :
                    isNumPad1Held = false;
                    break;
                case sf::Keyboard::Numpad2 :
                    isNumPad2Held = false;
                    break;
                case sf::Keyboard::Numpad3 :
                    isNumPad3Held = false;
                    break;
                case sf::Keyboard::Numpad4 :
                    isNumPad4Held = false;
                    break;
            }
        }

        if(event.type == sf::Event::LostFocus || event.type == sf::Event::MouseLeft)
        {
            resetHeldStates();
        }
    }
}
Пример #21
0
void gameClient(sf::RenderWindow & window,char * mapName){

        int i,/*displacementX=0,displacementY=0,*/ menu=0;
        gameMap_t map;

       // int redrawMMAP = 1;

        cursor_t gCur;
        gCur.status = 0;
        gCur.cell = NULL;



        player_t players;

        players.resourcesPlayer1 = 400;
        players.resourcesPlayer2 = 400;
      //  player_t player2;



        unsigned int currentPlayerTurn=0;

        selection_t select;

        select.status=0;

        select.cell=NULL;


        createMap(&map);




        /*
        Set textures.
        */
        sf::Texture background, interface_image,menu1,menu2,grind,cursor,pCourse,endTurn1,endTurn2,sel,enemy,fpT,spT,cT1,cT2,cB1,cB2;
        sf::Sprite gameBackground,gameInterface,gameMenu,gameGrind,gameCursor,aCell,gameEndTurn,cSel,cEnemy,cpT,cTc,cBc;
        menu1.loadFromFile("gameInterface/menu.png");

        fpT.loadFromFile("gameInterface/fpTurn.png");
        spT.loadFromFile("gameInterface/spTurn.png");

        enemy.loadFromFile("gameInterface/enemyCell.png");

        sel.loadFromFile("gameInterface/selected.png");
        menu2.loadFromFile("gameInterface/menuConfirmed.png");
        grind.loadFromFile("maps/grind.png");
        endTurn1.loadFromFile("gameInterface/endTurn.png");
        endTurn2.loadFromFile("gameInterface/endTurnConfirmed.png");
        cT1.loadFromFile("gameInterface/cTank.png");
        cT2.loadFromFile("gameInterface/cTankC.png");

        cB1.loadFromFile("gameInterface/cBuggy.png");
        cB2.loadFromFile("gameInterface/cBuggyC.png");
        //test

        addUnit(&map,window,0,TANK,15,0);

        addUnit(&map,window,0,BUGGY,12,0);

        addUnit(&map,window,0,TANK,9,0);


        addUnit(&map,window,1,TANK,27,18);


        addUnit(&map,window,1,BUGGY,30,18);

        addUnit(&map,window,1,TANK,33,18);

        addObject(&map,window,0,20,12);

        addObject(&map,window,0,10,10);

        addObject(&map,window,0,30,8);





        cpT.setPosition(130,0);



        cursor.loadFromFile("gameInterface/setCell.png");
        pCourse.loadFromFile("gameInterface/availableCell.png");




        background.loadFromFile(mapName);




        interface_image.loadFromFile("gameInterface/mainInterface.png");
        gameBackground.setTexture(background);
        cSel.setTexture(sel);
        aCell.setTexture(pCourse);
        gameGrind.setTexture(grind);
        gameInterface.setTexture(interface_image);
        cEnemy.setTexture(enemy);
        gameCursor.setTexture(cursor);

        drawMinMap(window,currentPlayerTurn,&map);




while (window.isOpen()){

         cameraMouseMove(window,&map);

         mouseEvents(window,&map);

         menu=gameSelection(window,gameMenu,menu1,menu2,gameEndTurn,endTurn1,endTurn2,cTc,cT1,cT2,cBc,cB1,cB2);

         gameBackground.setPosition(map.displacementX,map.displacementY);

         gameInterface.setPosition(-1,-1);

         gameMenu.setPosition(1700,0);
         gameEndTurn.setPosition(1500,5);
         cTc.setPosition(1680,750);

         cBc.setPosition(1680,890);

         selectUnit(&map,window,cSel,&select,currentPlayerTurn);

        if(select.status==1){
        cSel.setPosition(select.cell->X,select.cell->Y);
        }

         sf::Event event;


          if (sf::Mouse::isButtonPressed(sf::Mouse::Left)&&menu==1){
                    if(pauseMenu(window)==0){
                        break;
                    }
          }

            if (sf::Mouse::isButtonPressed(sf::Mouse::Left)&&menu>=3){

                    createUnit(&map,&players,currentPlayerTurn,menu,window,&select,gameBackground,gameInterface,gameMenu,gameEndTurn,cTc,cBc);
          }

           if (sf::Mouse::isButtonPressed(sf::Mouse::Left)&&menu==2){

                    isEnd(&map,window,endFn);

                    getOP(&map,&players);
                    getResources(&map,currentPlayerTurn,&players);
                     deleteSelect(&select);
                    overmind(&map,window,&select,aCell,cEnemy,&gCur,gameBackground,gameInterface,gameMenu,gameEndTurn,currentPlayerTurn,cTc,&players,cBc);


                    endTurn(&map);
                    Sleep(500);
          }



          if (sf::Mouse::isButtonPressed(sf::Mouse::Right)){

           deleteSelect(&select);

          }





         while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
            {
                window.close();
            }
        }


        window.clear(sf::Color::Black);
        window.draw(gameBackground);
        drawUnits(&map,window);
        if(cursorConfirm(window,&map,gameCursor,&gCur)==1){
        window.draw(gameCursor);
        }
        if(select.status==1){
                window.draw(cSel);
                findWay(&map,window,&select,aCell,cEnemy,&gCur,gameBackground,gameInterface,gameMenu,gameEndTurn,currentPlayerTurn,cTc,&players,cBc);

        }
        window.draw(gameInterface);

        if(select.status==1){
           pData(window,&select);
        }



        window.draw(gameMenu);
        window.draw(gameEndTurn);

        drawMinMap(window,currentPlayerTurn,&map);




        drawPlayer(window,currentPlayerTurn,&players);

        window.draw(cTc);

        window.draw(cBc);



        window.display();







}

}
Пример #22
0
void Game() {

	bgm.Play();
	sf::Clock clock;
	sf::Event event;
	while (window.isOpen()) {
		//系统关键位置初始化
		while (window.pollEvent(event)) {
			if (event.type == sf::Event::Closed){
				window.close();
			}
		}
		background.Show();
		sf::Time time1 = clock.getElapsedTime();
		//显示分数
		text.ShowScore();
		//显示敌机以及子弹
		for (int i = 0; i < 80; i++) {
			if (time1 >= sf::seconds(1.5*i)) {
				enemy[i].Show();
				window.draw(enemy_bullet[i].enemy_bullet);
				enemy_bullet[i].enemy_bullet.setPosition(sf::Vector2f(enemy[i].enemy.getPosition().x + 30, enemy[i].enemy.getPosition().y + 60));
				enemy_bullet[i].Show();
			}
		}
		//显示飞机、控制移动
		rocket.move();	
		//开炮
		rocket.Gun();
		bullet.Show();
		if (bullet.bullet.getPosition().y <= 10) { 
			bullet.Gone(); 
		}
		//碰撞处理
		sf::FloatRect collision_enemy[80];
		sf::FloatRect collision_enemy_bullet[80];
		sf::FloatRect boundingBox2 = rocket.rocket.getGlobalBounds();
		for (int i = 0; i < 80; i++) {
			collision_enemy[i] = enemy[i].enemy.getGlobalBounds();
			collision_enemy_bullet[i] = enemy_bullet[i].enemy_bullet.getGlobalBounds();
			sf::FloatRect boundingBox1 = bullet.bullet.getGlobalBounds();
				if ((boundingBox1.intersects(collision_enemy[i])) && (enemy[i].enemy.getPosition().y >= 0.0f)) {
					bullet.bullet.setPosition(sf::Vector2f(1000, 0));
					bgs1.Play();
					score += 100;
				}
			if ((boundingBox2.intersects(collision_enemy_bullet[i]))) {
				enemy_bullet[i].enemy_bullet.setPosition(sf::Vector2f(-400, 0));
				bgs2.Play();
				life--;
			}
			if ((boundingBox2.intersects(collision_enemy[i]))) {
				enemy[i].enemy.setPosition(sf::Vector2f(-400, 0));
				bgs2.Play();
				life--;
			}
		}
		window.display();
		//分数迭代
		if (score >= 100 * level) {level++;}
		if (life <= 0) {window.close();}
		if (score >= 7500) {window.close();}	
	}
}