//keyboard inputs (pressed) void key_pressed_events(){ if(event.key.code == sf::Keyboard::Left){ square.move(x_move, 0); x_move -= (x_move > 0) ? x_move - 2 : 2; if(x_move <= -5){x_move = -5;} it = stars.begin(); while(it != stars.end()){ it -> move(x_move / -4, 0); it -> setFillColor(sf::Color(rand() % (255 + 1 - 240) + 240, rand() % (255 + 1 - 240) + 240, rand() % (255 + 1 - 240) + 240)); if(it -> getPosition().x > window_x){ it -> setPosition(0, it -> getPosition().y);} ++it;} } else if(event.key.code == sf::Keyboard::A){ it = stars.begin(); while(it != stars.end()){ it -> move(6 / 4, 0); it -> setFillColor(sf::Color(rand() % (255 + 1 - 240) + 240, rand() % (255 + 1 - 240) + 240, rand() % (255 + 1 - 240) + 240)); if(it -> getPosition().x > window_x){ it -> setPosition(0, it -> getPosition().y);} ++it;} } else if(event.key.code == sf::Keyboard::Right){ square.move(x_move, 0); x_move += 2; if(x_move >= 5){x_move = 5;} it = stars.begin(); while(it != stars.end()){ it -> move(x_move / -4, 0); it -> setFillColor(sf::Color(rand() % (255 + 1 - 240) + 240, rand() % (255 + 1 - 240) + 240, rand() % (255 + 1 - 240) + 240)); if(it -> getPosition().x < 0){ it -> setPosition(window_x, it -> getPosition().y);} ++it;} } else if(event.key.code == sf::Keyboard::D){ it = stars.begin(); while(it != stars.end()){ it -> move(6 / -4, 0); it -> setFillColor(sf::Color(rand() % (255 + 1 - 240) + 240, rand() % (255 + 1 - 240) + 240, rand() % (255 + 1 - 240) + 240)); if(it -> getPosition().x < 0){ it -> setPosition(window_x, it -> getPosition().y);} ++it;} } }
//keyboard inputs (release) void key_released_events(){ if(event.key.code == sf::Keyboard::Left){ square.move((x_move) / 2, 0); x_move = 0;} else if(event.key.code == sf::Keyboard::Right){ square.move(x_move / 2, 0); x_move = 0;} }
void playerMove(float deltaTime){ if( sf::Keyboard::isKeyPressed( sf::Keyboard::Right ) ) { playerSprite.move(200*deltaTime, 0); } if( sf::Keyboard::isKeyPressed( sf::Keyboard::Left ) ) { playerSprite.move(-200*deltaTime, 0); } }
void update() { // Before moving the paddle, we'll process player input, // changing the paddle's velocity. processPlayerInput(); shape.move(velocity); }
//checks for system events void system_events(){ if(event.type == sf::Event::Closed){window.close();} else if(event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape){ window.close();} else if(event.type == sf::Event::KeyPressed){ if(event.key.code == sf::Keyboard::Left){ square.move(x_move, 0); x_move -= (x_move > 0) ? x_move - 4 : 4;} else if(event.key.code == sf::Keyboard::Right){ square.move(x_move, 0); x_move += 4;} } }
void LogicHandler::run(void){ double deltaTime = 0; sf::Clock clock; while (window->isOpen()){ sf::Event event; while (window->pollEvent(event)){ handleEvent(event); } clock.restart(); LogicHandler::update(deltaTime); window->clear(sf::Color(20, 180, 255)); //render if(titleScreen){ window->draw(titleScreenBg); }else{ for(int i = 0; i < spriteList.size(); i++){ window->draw(*spriteList.at(i)); } } window->draw(shape); shape.move(1, 0); deltaTime = (double)clock.getElapsedTime().asMicroseconds(); window->display(); } }
void update(sf::Time timeChange) { sf::Vector2f p1Movement(0, 0); sf::Vector2f p2Movement(0, 0); if (p1MovingUp) p1Movement.y -= paddleSpeed; if (p1MovingDown) p1Movement.y += paddleSpeed; if (p2MovingUp) p2Movement.y -= paddleSpeed; if (p2MovingDown) p2Movement.y += paddleSpeed; p1Paddle.move(p1Movement * timeChange.asSeconds()); p2Paddle.move(p2Movement * timeChange.asSeconds()); // Check collision if (ball.getPosition().y < 0 || ball.getPosition().y > 480){ ballMovement.y *= -1; } if (ball.getGlobalBounds().intersects(p1Paddle.getGlobalBounds()) || ball.getGlobalBounds().intersects(p2Paddle.getGlobalBounds())){ ballMovement.x *= -1; } // Scoring if (ball.getPosition().x > 600){ // P1 scores ball.setPosition(300, 240); p1Score++; p1ScoreText.setString(std::to_string(p1Score)); } else if (ball.getPosition().x < 0){ // P2 scores ball.setPosition(300, 240); p2Score++; p2ScoreText.setString(std::to_string(p2Score)); } ball.move(ballMovement * timeChange.asSeconds()); }
void jump(float deltaTime) { Data date; speedValue-=date.gravityAcceleration*deltaTime; playerSprite.move(0, -speedValue); cout << speedValue << endl; }
void update () { shape.move(velocity); if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Left) && left() > 0) velocity.x = -paddleVelocity; else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Right) && right() < windowWidth) velocity.x = paddleVelocity; else velocity.x = 0; }
void game_update(float elapsedTime) { static float moveSpeed = 100.0f; color.a += 1; r.setFillColor(color); if(r.getPosition().x + r.getSize().x > g_pEngine->getScreenWidth() || r.getPosition().x < 0) { moveDir *= -1; moveSpeed += 1; } r.move(moveSpeed * elapsedTime * moveDir, 0); }
void move() { rect.move(velocity); }
void update() { processPlayerInput(); shape.move(velocity); }