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@ -4,7 +4,8 @@ |
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#include <math.h> |
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#include <math.h> |
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#include <fmt/core.h> |
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#include <fmt/core.h> |
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#include <box2d/box2d.h> |
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#include <box2d/box2d.h> |
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#include <SFML/Graphics/CircleShape.hpp> |
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#include <SFML/Graphics/Sprite.hpp> |
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#include <SFML/Graphics/Texture.hpp> |
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#include <SFML/Graphics/RenderWindow.hpp> |
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#include <SFML/Graphics/RenderWindow.hpp> |
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#include <SFML/System.hpp> |
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#include <SFML/System.hpp> |
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#include <SFML/Window/Event.hpp> |
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#include <SFML/Window/Event.hpp> |
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@ -30,9 +31,9 @@ void ImGui_update(sf::RenderWindow &window, sf::Clock &deltaClock, sf::Time &tic |
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ImGui::End(); |
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ImGui::End(); |
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} |
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} |
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void Window_update(sf::RenderWindow &window, sf::Shape &shape) { |
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void Window_update(sf::RenderWindow &window, sf::Sprite &player) { |
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window.clear(); |
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window.clear(); |
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window.draw(shape); |
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window.draw(player); |
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ImGui::SFML::Render(window); |
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ImGui::SFML::Render(window); |
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window.display(); |
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window.display(); |
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} |
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} |
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@ -88,9 +89,11 @@ void Handle_events(sf::RenderWindow &window, BoxTest &box) { |
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) { |
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) { |
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b2Vec2 force(-200, 1000); |
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b2Vec2 force(-200, 1000); |
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box.body->ApplyForceToCenter(force, true); |
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box.body->ApplyForceToCenter(force, true); |
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box.body->ApplyTorque(100.0f, true); |
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) { |
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) { |
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b2Vec2 force(200, 1000); |
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b2Vec2 force(200, 1000); |
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box.body->ApplyForceToCenter(force, true); |
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box.body->ApplyForceToCenter(force, true); |
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box.body->ApplyTorque(-100.0f, true); |
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} |
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} |
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break; |
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break; |
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case sf::Event::MouseButtonPressed: |
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case sf::Event::MouseButtonPressed: |
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@ -108,7 +111,7 @@ void Handle_events(sf::RenderWindow &window, BoxTest &box) { |
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} |
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} |
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} |
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} |
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sf::Time Update_entities(sf::RenderWindow &window, b2World &world, sf::Clock &clock, sf::Clock &deltaClock, sf::Time &tick, BoxTest &box, sf::Shape &shape) { |
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sf::Time Update_entities(sf::RenderWindow &window, b2World &world, sf::Clock &clock, sf::Clock &deltaClock, sf::Time &tick, BoxTest &box, sf::Sprite &player) { |
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sf::Vector2u winSize = window.getSize(); |
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sf::Vector2u winSize = window.getSize(); |
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float timeStep = 1.0f / 60.0f; |
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float timeStep = 1.0f / 60.0f; |
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int velocityIterations = 6; |
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int velocityIterations = 6; |
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@ -120,26 +123,29 @@ sf::Time Update_entities(sf::RenderWindow &window, b2World &world, sf::Clock &cl |
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b2Vec2 position = box.body->GetPosition(); |
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b2Vec2 position = box.body->GetPosition(); |
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float angle = box.body->GetAngle(); |
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float angle = box.body->GetAngle(); |
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shape.setPosition(position.x * 100.0f, winSize.y - position.y * 100.0f); |
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player.setPosition(position.x * 100.0f, winSize.y - position.y * 100.0f); |
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shape.setRotation(angle * 180.0f / M_PI); |
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player.setRotation(angle * 180.0f / M_PI); |
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ImGui_update(window, deltaClock, tick); |
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ImGui_update(window, deltaClock, tick); |
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Window_update(window, shape); |
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Window_update(window, player); |
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return nextTick; |
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return nextTick; |
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} |
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} |
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sf::CircleShape Create_player(sf::RenderWindow &window) { |
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void Create_player(sf::RenderWindow &window, sf::Sprite &player, sf::Texture &texture) { |
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sf::CircleShape shape(50.f, 4); |
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if(!texture.loadFromFile("sprite.png")) { |
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sf::Vector2u winSize = window.getSize(); |
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fmt::print("Error loading sprite!"); |
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shape.setPosition(winSize.x / 2, winSize.y / 2); |
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} |
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shape.setOrigin(50.f, 50.f); |
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shape.setFillColor(sf::Color(150, 50, 250)); |
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shape.setOutlineThickness(10.f); |
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shape.setOutlineColor(sf::Color(250, 150, 100)); |
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return shape; |
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texture.setSmooth(true); |
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player.setTexture(texture); |
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// position the prite
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sf::Vector2u winSize = window.getSize(); |
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player.setPosition(winSize.x / 2, winSize.y / 2); |
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player.setOrigin(50.f, 50.f); |
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} |
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} |
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int main() { |
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int main() { |
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@ -155,7 +161,9 @@ int main() { |
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sf::Clock clock; |
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sf::Clock clock; |
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sf::Time tick = clock.getElapsedTime(); |
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sf::Time tick = clock.getElapsedTime(); |
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sf::CircleShape shape = Create_player(window); |
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sf::Sprite player; |
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sf::Texture texture; |
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Create_player(window, player, texture); |
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b2Vec2 gravity(0.0f, -10.0f); |
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b2Vec2 gravity(0.0f, -10.0f); |
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b2World world(gravity); |
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b2World world(gravity); |
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@ -164,7 +172,7 @@ int main() { |
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while (window.isOpen()) { |
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while (window.isOpen()) { |
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Handle_events(window, box); |
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Handle_events(window, box); |
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// preparing for refactoring this into a class or struct for everything
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// preparing for refactoring this into a class or struct for everything
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tick = Update_entities(window, world, clock, deltaClock, tick, box, shape); |
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tick = Update_entities(window, world, clock, deltaClock, tick, box, player); |
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} |
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} |
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ImGui::SFML::Shutdown(); |
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ImGui::SFML::Shutdown(); |
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