Пример #1
0
float				getStrWidth(sf::Text const &ref)
{
	float			ret = static_cast<std::string const&>(ref.getString())
		.length();

	if (ref.getCharacterSize() <= 12)
		return ((ref.getCharacterSize() - 4)) * ret;
	if (ref.getCharacterSize() >= 20)
		return ((ref.getCharacterSize() - 8) * ret);
	return ((ref.getCharacterSize() - 5) * ret);
}
Пример #2
0
void pauseMenu()
{
	pause.setFont(myFont);
	pause.setCharacterSize(WIDTH / 16);
	pause.setStyle(sf::Text::Bold);
	pause.setColor(sf::Color::Black);
	pause.setString("PAUSE");
	pause.setOrigin(pause.getLocalBounds().width / 2, pause.getLocalBounds().height / 2);
	pause.setPosition(WIDTH / 2, 3 * HEIGHT / 16);

	sf::Vector2f menuRectSize(3 * WIDTH / 16, HEIGHT / 8);

	for (int i = 0; i < pauseMenuRect.size(); i++)
	{
		pauseMenuRect[i].setSize(menuRectSize);
		pauseMenuRect[i].setFillColor(grey);
		pauseMenuRect[i].setOrigin(menuRectSize.x / 2, menuRectSize.y / 2);
		pauseMenuRect[i].setPosition(WIDTH / 2, 6 * HEIGHT / 16 + i * (5 * HEIGHT / 32));

		pauseMenuText[i].setFont(myFont);
		pauseMenuText[i].setCharacterSize(2 * pause.getCharacterSize() / 5);
		pauseMenuText[i].setStyle(sf::Text::Bold);
		pauseMenuText[i].setColor(sf::Color::Black);
		pauseMenuText[i].setString(pauseMenuCommands[i]);
		pauseMenuText[i].setOrigin(pauseMenuText[i].getLocalBounds().width / 2, pauseMenuText[i].getLocalBounds().height / 2);
		pauseMenuText[i].setPosition(pauseMenuRect[i].getPosition().x, pauseMenuRect[i].getPosition().y);
	}

	BILLIARDS.draw(pause);
	for (int i = 0; i < pauseMenuRect.size(); i++)
	{
		BILLIARDS.draw(pauseMenuRect[i]);
		BILLIARDS.draw(pauseMenuText[i]);
	}
}
Пример #3
0
float				getStrHeight(sf::Text const &ref)
{
	if (ref.getCharacterSize() <= 15)
		return (12.5);
	return (25);

}
Пример #4
0
	//Enemy sprite render.
	void update(float deltaTime, char** levelMap, struct config* config) {

		if(mDirection == 0) {mMovement.x = 0;		mMovement.y = -mSpeed;}
		if(mDirection == 1) {mMovement.x = mSpeed;	mMovement.y = 0;}
		if(mDirection == 2) {mMovement.x = 0;		mMovement.y = mSpeed;}
		if(mDirection == 3) {mMovement.x = mSpeed;	mMovement.y = 0;}

		mRect.left += mMovement.x * deltaTime;
		collision(levelMap, config);
		mRect.top += mMovement.y * deltaTime;
		collision(levelMap, config);

		//Enemy animation.
		mCurrentFrame += mAnimationSpeed * deltaTime;
		if(mCurrentFrame > mFrameCount) mCurrentFrame -= mFrameCount;

		if(mMovement.x > 0) mSprite.setTextureRect(sf::IntRect(mRect.width * int(mCurrentFrame), 925, mRect.width, mRect.height));
		if(mMovement.x < 0) mSprite.setTextureRect(sf::IntRect(mRect.width * int(mCurrentFrame), 667, mRect.width, mRect.height));
		if(mMovement.y > 0) mSprite.setTextureRect(sf::IntRect(mRect.width * int(mCurrentFrame), 535, mRect.width, mRect.height));
		if(mMovement.y < 0) mSprite.setTextureRect(sf::IntRect(mRect.width * int(mCurrentFrame), 787, mRect.width, mRect.height));

		mSprite.setPosition(mRect.left - offsetX, mRect.top - offsetY);
		mTextName.setPosition(mRect.left - offsetX, mRect.top - mTextName.getCharacterSize() - offsetY);

	}
Пример #5
0
void endGame()
{
	endTitle.setFont(myFont);
	endTitle.setCharacterSize(WIDTH / 16);
	endTitle.setStyle(sf::Text::Bold);
	endTitle.setColor(sf::Color::Black);
	string str;
	if (end1P)
	{
		stringstream message;
		message << "Final score: " << mover;
		str = message.str();
		
	}
	else if (end2P)
	{
		stringstream message;
		message << "Player " << mover << " wins!";
		str = message.str();
	}
	endTitle.setString(str);
	endTitle.setOrigin(endTitle.getLocalBounds().width / 2, endTitle.getLocalBounds().height / 2);
	endTitle.setPosition(WIDTH / 2, 2 * HEIGHT / 5);

	sf::Vector2f menuRectSize(3 * WIDTH / 16, HEIGHT / 8);

	for (int i = 0; i < endMenuRect.size(); i++)
	{
		endMenuRect[i].setSize(menuRectSize);
		endMenuRect[i].setFillColor(grey);
		endMenuRect[i].setOrigin(menuRectSize.x / 2, menuRectSize.y / 2);
		endMenuRect[i].setPosition(WIDTH / 2, 4 * HEIGHT / 5);

		endMenuText[i].setFont(myFont);
		endMenuText[i].setCharacterSize(2 * pause.getCharacterSize() / 5);
		endMenuText[i].setStyle(sf::Text::Bold);
		endMenuText[i].setColor(sf::Color::Black);
		endMenuText[i].setString(endMenuCommands[i]);
		endMenuText[i].setOrigin(endMenuText[i].getLocalBounds().width / 2, endMenuText[i].getLocalBounds().height / 2);
		endMenuText[i].setPosition(endMenuRect[i].getPosition().x, endMenuRect[i].getPosition().y);
	}

	BILLIARDS.draw(endTitle);
	for (int i = 0; i < endMenuRect.size(); i++)
	{
		BILLIARDS.draw(endMenuRect[i]);
		BILLIARDS.draw(endMenuText[i]);
	}
}
Пример #6
0
	//Player sprite render.
	void update(float deltaTime, char** levelMap, struct config* config) {

		//Player controls (testing).
		if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up))	mMovement.y -= mSpeed;
		if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down))	mMovement.y += mSpeed;
		if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left))	mMovement.x -= mSpeed;
		if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right))	mMovement.x += mSpeed;

		mRect.left += mMovement.x * deltaTime;
		collision(0, levelMap, config);

		mRect.top += mMovement.y * deltaTime;
		collision(1, levelMap, config);

		//Player animation.
		mCurrentFrame += mAnimationSpeed * deltaTime;
		if(mCurrentFrame > mFrameCount) mCurrentFrame -= mFrameCount;

		if(mMovement.x > 0) mSprite.setTextureRect(sf::IntRect(mRect.width * int(mCurrentFrame), 925, mRect.width, mRect.height));
		if(mMovement.x < 0) mSprite.setTextureRect(sf::IntRect(mRect.width * int(mCurrentFrame), 667, mRect.width, mRect.height));
		if(mMovement.y > 0) mSprite.setTextureRect(sf::IntRect(mRect.width * int(mCurrentFrame), 535, mRect.width, mRect.height));
		if(mMovement.y < 0) mSprite.setTextureRect(sf::IntRect(mRect.width * int(mCurrentFrame), 787, mRect.width, mRect.height));

		mSprite.setPosition(mRect.left - offsetX, mRect.top - offsetY);

		//HP.
		if(mHP / mMaxHp >= 0.6)
			mHpSprite.setColor(sf::Color::Green);
		else if((mHP / mMaxHp >= 0.35) && (mHP / mMaxHp < 0.6))
			mHpSprite.setColor(sf::Color::Yellow);
		else if(mHP / mMaxHp < 0.35)
			mHpSprite.setColor(sf::Color::Red);

		mHpSprite.setTextureRect(sf::IntRect(100 * (1 - mHP / mMaxHp), 0, 100, 10));
		mHpSprite.setPosition(mRect.left - offsetX, mRect.top + mRect.height - offsetY);
		mTextName.setPosition(mRect.left - offsetX, mRect.top - mTextName.getCharacterSize() - offsetY);						//-

		//Camera scrolling.
		if(mRect.left > config->screenWidth / 2 - mRect.width / 2)	offsetX = mRect.left - (config->screenWidth / 2 - mRect.width / 2);
		if(mRect.top > config->screenHeight / 2 - mRect.height / 2)	offsetY = mRect.top - (config->screenHeight / 2 - mRect.height / 2);

		//Stopping the player.
		mMovement.x = 0;
		mMovement.y = 0;

	}
Пример #7
0
Primitive::Ptr Renderer::CreateText( const sf::Text& text, sf::Color background_color_hint ) {
	Primitive::Ptr primitive( new Primitive );

	const sf::Font& font = text.getFont();
	unsigned int character_size = text.getCharacterSize();
	sf::Color color = text.getColor();

	if( m_preblend ) {
		color = sf::Color::White;
	}

	sf::Vector2f atlas_offset = LoadFont( font, character_size, background_color_hint, text.getColor() );

	const sf::String& str = text.getString();
	std::size_t length = str.getSize();

	float horizontal_spacing = static_cast<float>( font.getGlyph( L' ', character_size, false ).advance );
	float vertical_spacing = static_cast<float>( font.getLineSpacing( character_size ) );
	sf::Vector2f position( std::floor( text.getPosition().x + .5f ), std::floor( text.getPosition().y + static_cast<float>( character_size ) + .5f ) );

	const static float tab_spaces = 2.f;

	sf::Uint32 previous_character = 0;

	for( std::size_t index = 0; index < length; ++index ) {
		sf::Uint32 current_character = str[index];

		position.x += static_cast<float>( font.getKerning( previous_character, current_character, character_size ) );

		switch( current_character ) {
			case L' ':
				position.x += horizontal_spacing;
				continue;
			case L'\t':
				position.x += horizontal_spacing * tab_spaces;
				continue;
			case L'\n':
				position.y += vertical_spacing;
				position.x = 0.f;
				continue;
			case L'\v':
				position.y += vertical_spacing * tab_spaces;
				continue;
			default:
				break;
		}

		const sf::Glyph& glyph = font.getGlyph( current_character, character_size, false );

		Primitive::Vertex vertex0;
		Primitive::Vertex vertex1;
		Primitive::Vertex vertex2;
		Primitive::Vertex vertex3;

		vertex0.position = position + sf::Vector2f( static_cast<float>( glyph.bounds.left ), static_cast<float>( glyph.bounds.top ) );
		vertex1.position = position + sf::Vector2f( static_cast<float>( glyph.bounds.left ), static_cast<float>( glyph.bounds.top + glyph.bounds.height ) );
		vertex2.position = position + sf::Vector2f( static_cast<float>( glyph.bounds.left + glyph.bounds.width ), static_cast<float>( glyph.bounds.top ) );
		vertex3.position = position + sf::Vector2f( static_cast<float>( glyph.bounds.left + glyph.bounds.width ), static_cast<float>( glyph.bounds.top + glyph.bounds.height ) );

		vertex0.color = color;
		vertex1.color = color;
		vertex2.color = color;
		vertex3.color = color;

		// Let SFML cast the Rect for us.
		sf::FloatRect texture_rect( glyph.textureRect );

		vertex0.texture_coordinate = atlas_offset + sf::Vector2f( texture_rect.left, texture_rect.top );
		vertex1.texture_coordinate = atlas_offset + sf::Vector2f( texture_rect.left, texture_rect.top + texture_rect.height );
		vertex2.texture_coordinate = atlas_offset + sf::Vector2f( texture_rect.left + texture_rect.width, texture_rect.top );
		vertex3.texture_coordinate = atlas_offset + sf::Vector2f( texture_rect.left + texture_rect.width, texture_rect.top + texture_rect.height );

		primitive->AddVertex( vertex0 );
		primitive->AddVertex( vertex1 );
		primitive->AddVertex( vertex2 );
		primitive->AddVertex( vertex2 );
		primitive->AddVertex( vertex1 );
		primitive->AddVertex( vertex3 );

		position.x += static_cast<float>( glyph.advance );

		previous_character = current_character;
	}

	AddPrimitive( primitive );

	return primitive;
}
Пример #8
0
void centerTextPosition( const sf::RectangleShape& rect, sf::Text& text )
{
	text.setPosition( rect.getPosition().x + ( rect.getLocalBounds().width / 2 ), rect.getPosition().y + ( rect.getLocalBounds().height / 2 ) - ( text.getCharacterSize() / 2 ) );
}