示例#1
0
bool InputHandler::isHeldDown(const sf::Input& input, std::string control)
{
	//b1 : a corresponding key has been pressed
	//b2 : a corresponding mouse button has been pressed
	bool b1 = false, b2 = false;
	unsigned int i;

	std::map<std::string, std::vector<sf::Key::Code>>::iterator it1 = boundKeys.find(control);
	if(it1 != boundKeys.end()) //if the control is found in the map
	{
		i = 0;
		while(i < it1->second.size() && !b1)
		{
			b1 = input.IsKeyDown(it1->second.at(i));
			i++;
		}
	}

	std::map<std::string, std::vector<sf::Mouse::Button>>::iterator it2 = boundMouseButtons.find(control);
	if(it2 != boundMouseButtons.end()) //if the control is found in the map
	{
		i = 0;
		while(i < it2->second.size() && !b2)
		{
			b2 = input.IsMouseButtonDown(it2->second.at(i));
			i++;
		}
	}
	return (b1 || b2);
}
示例#2
0
void Train::Update(const sf::Input &input) {
    
        static sf::Clock clock;
        static bool waiting = false;

        acceleration = (1/mass) *(push_force - speed * brakes_factor);
        speed += acceleration;
        position.z += speed;

        if (position.z > 900 || position.z < -900) {
            position.z = -position.z;
            //comingSound.SetPosition(this->position);
            comingSound.Play();
            StopGas();
        }
    if (!user_controlled){
        if (position.z < -250 && position.z > -300){
            StopGas();
            Brakes();
        }
        if (IsStopped() && !waiting){
            clock.Reset();
            alarm=false;
            waiting = true;
            printf("\n\n\n                         waiting\n");        

        }
        if (waiting && clock.GetElapsedTime() > waiting_time) {
            Gas();        
            waiting = false;        
            printf("                         timed out\n");
        }
        if (waiting && clock.GetElapsedTime() > waiting_time-4 && !alarm) {
            alarm=true;
                sound.SetBuffer(Buffer);             
                //sound.SetPitch(0.6);
                //sound.SetAttenuation(0.4);
                sound.SetRelativeToListener(true);
                sound.SetPosition(this->position);
                sound.SetMinDistance(100);
                sound.Play();
                //movmetnSound.SetPosition(this->position);
                movmetnSound.Play();
        }


        light->position = sf::Vector3f(-40.900002,10,position.z + 5) ;

        if(camera !=NULL)
            camera->SetOrigin(position.x+8.3,position.y+15,position.z);
    }else {
        if (input.IsKeyDown(sf::Key::Z)) {
            push_force = 0.1f;
        }else if (input.IsKeyDown(sf::Key::X)){
            brakes_factor = 0.05f;
        }
        
    }

}
示例#3
0
void ShipInput::handleInput(const sf::Input& Input) {
  ShipState& state = static_cast<ShipState&>(mObj.getComponent("state"));
  
  state.setState(ShipState::THRUST,     Input.IsKeyDown(sf::Key::Up));
  state.setState(ShipState::BRAKE,      Input.IsKeyDown(sf::Key::Down));
  state.setState(ShipState::TURN_LEFT,  Input.IsKeyDown(sf::Key::Left));    
  state.setState(ShipState::TURN_RIGHT, Input.IsKeyDown(sf::Key::Right));
}
bool QuitGame::handleEvent(const sf::Input &Input) {
    if(Input.IsKeyDown(sf::Key::Y)) {
        setFinished();
        if(m_panel != NULL) {
            m_panel->setQuit();
        }
    }
    if(Input.IsKeyDown(sf::Key::N)) {
        setFinished();
    }
    return true;
}
示例#5
0
void Paddle::GetInput(const sf::Input& Input, float FrameTime)
{
	if(Input.IsKeyDown(sf::Key::Up))
	{
		Y -= Speed * FrameTime;
	}

	if(Input.IsKeyDown(sf::Key::Down))
	{
		Y += Speed * FrameTime;
	}
}
GS_Return GS_Controls::Move(float secsPassed, const sf::Input& input) {
	Gamestate::Move(secsPassed, input);

	if((GS_FOCUS & GetState()) && input.IsJoystickButtonDown(0, 3)) {
		return GS_POP;
	}

	return GS_NOP;
}
示例#7
0
sf::Vector2f cHero::getMovement(const sf::Input & theInput, sf::Clock & jumpClock)
{
    sf::Vector2f movementVector;
    xSpeed = 0;
    ySpeed = 0;

    // horizontal movement
    if (theInput.IsKeyDown(sf::Key::Left)) {
        xSpeed += -5;
        xAccel += -.2;
    }
    else if (theInput.IsKeyDown(sf::Key::Right)) {
        xSpeed += 5;
        xAccel += .2;
    }


    // vertical movement
    if (theInput.IsKeyDown(sf::Key::Up)) {
        if (isOnGround()) {
            jumpClock.Reset();
            //ySpeed = -8;
        }
        if (jumpClock.GetElapsedTime() < .3) {
            yAccel -= .12 / (jumpClock.GetElapsedTime());
            ySpeed = 30 * (jumpClock.GetElapsedTime() - .3);
        }
    }
    if (isOnGround()) {
        yAccel = 0;
        if (xAccel > .2)
            xAccel -= .05;
        else if (xAccel < -.2)
            xAccel += .05;
    }
    else {
        yAccel += 1 + (jumpClock.GetElapsedTime() / 20);
    }

    movementVector.x = xSpeed + xAccel;
    movementVector.y = ySpeed + yAccel;

    return movementVector;
}
示例#8
0
void Avatar::HandleSfmlRealtimeInput(const sf::Input& Input)
{
    bool mouvementDetecte = false;

    if (Input.IsKeyDown(sf::Key::D))
    {
       StrafeDroite();
       mouvementDetecte = true;
    }

    if (Input.IsKeyDown(sf::Key::Q))
    {
       StrafeGauche();
       mouvementDetecte = true;
    }

    if(Input.IsKeyDown(sf::Key::E))
    {
        Tourne(vitesseRotation);
        mouvementDetecte = true;
    }

    if(Input.IsKeyDown(sf::Key::A))
    {
        Tourne(-vitesseRotation);
        mouvementDetecte = true;
    }

    if (Input.IsKeyDown(sf::Key::Z))
    {
       Avance();
       mouvementDetecte = true;
    }

    if (Input.IsKeyDown(sf::Key::Space))
    {
       Saute();
    }

    if (Input.IsKeyDown(sf::Key::S))
    {
       Recule();
       mouvementDetecte = true;
    }

    if(mouvementDetecte)
    {
        if(enMouvement == false)
        {
            objet3D.PlayAnimation(1,true);
            enMouvement = true;
        }
    }
    else
    {
        enMouvement = false;
        objet3D.PlayAnimation(0, true);
    }
}
示例#9
0
bool Slider::relayEvents(sf::Event const &event, sf::Input const &input) {
    if (WidgetBase::relayEvents(event, input)) { // evenement capture : traitement
	if (input.IsMouseButtonDown(sf::Mouse::Left)) {
	    // on doit deplacer le curseur en consequence et modifier la valeur du slider
	    float px = input.GetMouseX();
	    float d = _max - _min;
	    float w = _frame.getWidth() / d;
	    int value = (px - _frame.getPX() + w/2) / w + _min; // valeur pointee par le curseur
	    setValue(value);

            // notification
            if (_pListener)
                _pListener->notifyChangedValue(*this);
	}
	return true;
    }

    return false;
}
示例#10
0
文件: gui.cpp 项目: erik/blocks
void GUIPage::HandleInput(const sf::Input& input) {
  int x = input.GetMouseX();
  int y = input.GetMouseY();

  focusedElement = NULL;

  // TODO: This loop is also repeated in GUIPage::Click().
  // bring it out into a separate method.
  for(unsigned int i = 0; i < elements.size(); ++i) {
    if(elements[i]->shape.Contains(x, y)) {
      elements[i]->focused = true;

      focusedElement = elements[i];
      break;
    } else {
      elements[i]->focused = false;
    }
  }
  
}
示例#11
0
void FreeFlyCamera::Animate(float dt, const sf::Input & input) {



	if(input.IsKeyDown(sf::Key::Left)) {
		position += speed * left * dt;
	}

	if(input.IsKeyDown(sf::Key::Right)) {
		position += speed * -left * dt;
	}

	if(input.IsKeyDown(sf::Key::Up)) {
		position += speed * forward * dt;
	}

	if(input.IsKeyDown(sf::Key::Down)) {
		position += speed * -forward * dt;
	}

	CompileVectors();
	SetCameraInternals();

}
示例#12
0
void updateInput(const sf::Input& input)
{
    if (input.IsKeyDown(sf::Key::Left))
    {
	if (sprite::player.GetPosition().x > 0)
	    sprite::player.Move(-1*game::MOVE_RATE,0);
    }
    if (input.IsKeyDown(sf::Key::Right))
    {
      if (sprite::player.GetPosition().x < 1280)
      {
	sprite::player.Move(1*game::MOVE_RATE,0);
      }
    }
    if (input.IsKeyDown(sf::Key::Up))
    {
	if (sprite::player.GetPosition().y > 0)
	{
	    sprite::player.Move(0,-1*game::MOVE_RATE);
	}
    }
    if (input.IsKeyDown(sf::Key::Down))
    {
	if (sprite::player.GetPosition().y < 1024)
	{
	    sprite::player.Move(0,game::MOVE_RATE);
	}
    }
    if (input.IsKeyDown(sf::Key::Z))
    {
	float curtime = game::clock.GetElapsedTime();
	if (curtime - game::playerSGTime > game::SG_COOLDOWN)
	{
	    fireSG();
	    game::playerSGTime = curtime;
	}
    }


    // if (input.IsKeyDown(sf::Key::A))
    // {
    // 	if (sprite::baddie.GetPosition().x > 0)
    // 	    sprite::baddie.Move(-1*game::MOVE_RATE,0);
    // }
    // if (input.IsKeyDown(sf::Key::D))
    // {
    // 	sprite::baddie.Move(1*game::MOVE_RATE,0);
    // }
    // if (input.IsKeyDown(sf::Key::W))
    // {
    // 	sprite::baddie.Move(0,-1*game::MOVE_RATE);
    // }
    // if (input.IsKeyDown(sf::Key::S))
    // {
    // 	sprite::baddie.Move(0,game::MOVE_RATE);
    // }

    if (input.IsKeyDown(sf::Key::K))
    {
     	std::cout << "Bullets size" << game::bullets.size() << std::endl;
     	std::cout << "Baddies are " << game::baddies.size() << std::endl;
    }


}
示例#13
0
bool GS_Game::Move(float secsPassed, const sf::Input& input)
{
#ifdef _WIN32
	XBoxCtrl::GetInstance()->Update(secsPassed);
#endif

	_expManager.Update(secsPassed);

	SoundManager::GetInstance()->Update();

	_timePassed += secsPassed;
	_fallTimer += secsPassed;

	if(Collision()) 
	{
		if(_activeBlock.position.y <= 0)
		{
			_next = MB_ENTER_SCORE;
			return false;
		}

		_activeBlock.position.y--;
		AddToField();
		DropNewBlock();
	}

	if(input.IsKeyDown(sf::Key::Escape) || input.IsJoystickButtonDown(0, 3))
	{
		_next = MB_MENU;
		// _next = MB_ENTER_SCORE;
		return false;
	}

	if(_canDrop && _falling)
	{
		if(input.IsKeyDown(sf::Key::Down) || input.IsJoystickButtonDown(0, 0))
		{
#ifdef _WIN32
			XBoxCtrl::GetInstance()->Rumble(10000, 20000, 0.3f);
#endif
			while(!Collision()) _activeBlock.position.y++;
			_activeBlock.position.y--;
			
			if(_activeBlock.position.y <= 0)
			{
				_next = MB_ENTER_SCORE;
				return false;
			}

			AddToField();
			DropNewBlock();

			_fallTimer = 0.0f;
			_canDrop = false;
		}
	}
	if(!_canDrop)
	{
		if(!input.IsKeyDown(sf::Key::Down) && !input.IsJoystickButtonDown(0, 0))
			_canDrop = true;
	}

	if(_canRotate)
	{
		if(input.IsKeyDown(sf::Key::Up) || input.IsJoystickButtonDown(0, 1))
		{
			int current = _activeBlock.index;
			int next = _activeBlock.index + s_blocks[current].next;
			int px1, py1, px2, py2;
			for(int i = 0; i < 4; ++i)
			{
				for(int j = 0; j < 4; ++j)
				{
					if(BLOCK_PIVOT == s_blocks[current].map[MAPSIZE * i + j])
					{
						px1 = i; py1 = j;
					}
					if(BLOCK_PIVOT == s_blocks[next].map[MAPSIZE * i + j])
					{
						px2 = i; py2 = j;
					}
				}
			}
			_activeBlock.index = next;
			sf::Vector2<int> pos = _activeBlock.position;
			int x = _activeBlock.position.x += (px2 - px1);
			int y = _activeBlock.position.y += (py2 - py1);

			if(OutOfField() || Collision())
			{
				int i;
				for(i = 1; i < 4; ++i)
				{
					_activeBlock.position.x = x - i;
					if(!OutOfField()) break;
					_activeBlock.position.x = x + i;
					if(!OutOfField()) break;
				}

				if(3 <= i || Collision()) 
				{
					_activeBlock.position = pos;
					_activeBlock.index = current;
				}
			}
#ifdef _WIN32
			XBoxCtrl::GetInstance()->Rumble(10000, 1000, 0.5f);
#endif
			_zoom->Play();
			_canRotate = false;
		}
	}

	if(!_canRotate)
	{
		if(!input.IsKeyDown(sf::Key::Up) && !input.IsJoystickButtonDown(0, 1))
			_canRotate = true;
	}

	if(_receivesInput)
	{
		if(_falling)
		{
			if(50.0f < input.GetJoystickAxis(0, sf::Joy::AxisY))
			{
				_activeBlock.position.y++;
				if(Collision()) _activeBlock.position.y--;

				_fallTimer = 0.0f;
				_delayInput = 0.0f;
				_receivesInput = false;
			}
			if(-50.0f > input.GetJoystickAxis(0, sf::Joy::AxisY))
			{
				for(int i = 0; i < 2; ++i)
				{
					_activeBlock.position.y++;
					if(Collision()) _activeBlock.position.y--;
				}

				_fallTimer = 0.0f;
				_delayInput = 0.0f;
				_receivesInput = false;
			}
		}
		if(input.IsKeyDown(sf::Key::Left) || -50.0f > input.GetJoystickAxis(0, sf::Joy::AxisX)) 
		{
			_activeBlock.position.x--;
			if(OutOfField() || Collision()) _activeBlock.position.x++;

			_receivesInput = false;
			_delayInput = 0.0f;
		}
		if(input.IsKeyDown(sf::Key::Right) || 50.0f < input.GetJoystickAxis(0, sf::Joy::AxisX)) 
		{
			_activeBlock.position.x++;
			if(OutOfField() || Collision()) _activeBlock.position.x--;

			_receivesInput = false;
			_delayInput = 0.0f;
		}
	}
	else
	{
		_delayInput += secsPassed;
		if(0.1f < _delayInput)
			_receivesInput = true;
	}

	if(_falling)
	{
		if(_fallTimer > 0.5f)
		{
			_activeBlock.position.y++;
			_fallTimer = 0.0f;
		}
	}
	else
	{
		_blendTimer += secsPassed;
		if(2.0f < _blendTimer)
		{
			for(int i = 19; i >= 1; --i)
			{
				if(_field[i].remFlag)
				{
					for(int j = 0; j < i; ++j)
					{
						for(int k = 0; k < 16; ++k)
						{
							_field[i - j].stack[k] = _field[i - j - 1].stack[k];
							_field[i - j].remFlag = _field[i - j - 1].remFlag;
						}
					}
					++i;
				}
			}
			_falling = true;
		}
	}

	_fieldFrame.Move(secsPassed);
	return true;
}