本文整理汇总了C++中sf::FloatRect类的典型用法代码示例。如果您正苦于以下问题:C++ FloatRect类的具体用法?C++ FloatRect怎么用?C++ FloatRect使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了FloatRect类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: intersectedWall
void Player::intersectedWall(const sf::FloatRect &intersection)
{
if (intersection.intersects(vert_rect))
{
if (intersection.top > boundingBox.top + boundingBox.height / 2)
{
boundingBox.top -= intersection.height;
}
if (intersection.top < boundingBox.top + boundingBox.height / 2)
{
boundingBox.top += intersection.height;
}
}
if (intersection.intersects(horz_rect))
{
if (intersection.left < boundingBox.left + boundingBox.width / 2)
{
boundingBox.left += intersection.width;
}
if (intersection.left > boundingBox.left + boundingBox.width / 2)
{
boundingBox.left -= intersection.width;
}
}
updateCross();
}
示例2: onClickContext
/*--------------------------------------------------------------------------------------------------------------------
-- FUNCTION: onClickContext
--
-- DATE: 2013/02/28
--
-- REVISIONS: (Date and Description)
--
-- DESIGNER: Luke Tao
--
-- PROGRAMMER: Luke Tao
--
-- INTERFACE: int InputManager::onClickContext(sf::Event mouseEvent, sf::FloatRect menuContext,
-- sf::FloatRect buildContext, sf::FloatRect playContext)
--
-- sf::Event mouseEvent - the mouse event
-- sf::FloatRect menuContext - the menu context
-- sf::FloatRect buildContext - the builder context
-- sf::Float Rect playContext - the player context
--
-- RETURNS: Context defined values.
--
-- NOTES: This function handles the events of the mouse clicks. It will print out the coordinates of where the
-- mouse click happens and determines if it is within one of the context buttons. If the mouse click is within
-- the buttons, it will set the current context value and return that value.
----------------------------------------------------------------------------------------------------------------------*/
int InputManager::onClickContext(sf::Event mouseEvent, sf::FloatRect menuContext, sf::FloatRect buildContext, sf::FloatRect playContext)
{
int x = mouseEvent.mouseButton.x;
int y = mouseEvent.mouseButton.y;
std::cout << "x :" << x << " y: " << y << std::endl;
if(menuContext.contains(x, y))
{
//call menu function
std::cout << "Context changed to menu" << std::endl;
setCurrentContext(MENU_CONTEXT);
return MENU_CONTEXT;
}
else if(buildContext.contains(x, y))
{
//call builder function
std::cout << "Context changed to builder" << std::endl;
setCurrentContext(BUILDER_CONTEXT);
return BUILDER_CONTEXT;
}
else if(playContext.contains(x, y))
{
//call player function
std::cout << "Context changed to player" << std::endl;
setCurrentContext(PLAYER_CONTEXT);
return PLAYER_CONTEXT;
}
return getCurrentContext();
}
示例3: triIntersectRect
bool triIntersectRect(sf::Vector2f t1, sf::Vector2f t2, sf::Vector2f t3, sf::FloatRect rect) {
//the triangle is made by t1, t2 & t2.
//return true if the triangle & the rectangle intersect
if ( rect.contains(t1) || rect.contains(t2) || rect.contains(t3) )
return true;
if (lineSegInTriangle(t1,t2,t3,sf::Vector2f(rect.left, rect.top), sf::Vector2f(rect.left+rect.width, rect.top))
|| lineSegInTriangle(t1,t2,t3,sf::Vector2f(rect.left+rect.width, rect.top), sf::Vector2f(rect.left+rect.width, rect.top+rect.height))
|| lineSegInTriangle(t1,t2,t3,sf::Vector2f(rect.left+rect.width, rect.top+rect.height), sf::Vector2f(rect.left, rect.top+rect.height))
|| lineSegInTriangle(t1,t2,t3,sf::Vector2f(rect.left, rect.top+rect.height), sf::Vector2f(rect.left, rect.top) ) )
return true;
return false;
}
示例4: Cull
void LayerSet::Cull(const sf::FloatRect& bounds)
{
if( bounds.contains(m_boundingBox.left, m_boundingBox.top) ||
bounds.contains(m_boundingBox.width, m_boundingBox.height) ||
m_boundingBox.contains(bounds.left, bounds.top) ||
m_boundingBox.contains(bounds.left + bounds.width, bounds.top + bounds.height))
{
m_visible = true;
}
else
{
m_visible = false;
}
}
示例5: theTile
bool Player::CollisionGeneral(const sf::FloatRect playerRect,bool &kill){
int maxHeight, minHeight, maxWidth, minWidth;
bool collision=false;
minHeight=playerRect.Top/GameConfig::g_config["tileheight"];
minWidth=playerRect.Left/GameConfig::g_config["tilewidth"];
maxHeight=(playerRect.Top+playerRect.Height-1)/GameConfig::g_config["tileheight"];
maxWidth=(playerRect.Left+playerRect.Width-1)/GameConfig::g_config["tilewidth"];
if(minHeight<0)minHeight=0;
if(maxHeight>(*m_map)->m_height)maxHeight=(*m_map)->m_height;
if(minWidth<0)minWidth=0;
if(maxWidth>(*m_map)->m_width)maxWidth=(*m_map)->m_width;
for(int y=minHeight;y<=maxHeight;y++){
for(int x=minWidth;x<=maxWidth;x++){
if(!(x>=(*m_map)->m_width or y>=(*m_map)->m_height)){
if((*m_map)->Tile(x,y).kill)kill=true;
if(((*m_map)->Tile(x,y).fall && IsPrincess() && !(*m_map)->Tile(x,y).princess)||
((*m_map)->Tile(x,y).fall && !IsPrincess() && (*m_map)->Tile(x,y).princess)||
!(*m_map)->Tile(x,y).fall){
if((*m_map)->Tile(x,y).solid && !((*m_map)->Tile(x,y).touch && (*m_map)->Tile(x,y).tile.GetColor().a==0)){
if((*m_map)->Tile(x,y).fall)(*m_map)->m_tileSet.at(x).at(y).touch=true;
sf::FloatRect theTile(x*GameConfig::g_config["tilewidth"],y*GameConfig::g_config["tileheight"],GameConfig::g_config["tilewidth"],GameConfig::g_config["tileheight"]);
if(playerRect.Intersects(theTile)||theTile.Intersects(playerRect)){
collision= true;
}
}
}
}
}
}
return collision;
}
示例6: theTile
bool GameMob::CollisionGeneral(const sf::FloatRect entityRect){
int maxHeight, minHeight, maxWidth, minWidth;
minHeight=entityRect.Top/GameConfig::g_config["tileheight"];
minWidth=entityRect.Left/GameConfig::g_config["tilewidth"];
maxHeight=(entityRect.Top+entityRect.Height-1)/GameConfig::g_config["tileheight"];
maxWidth=(entityRect.Left+entityRect.Width-1)/GameConfig::g_config["tilewidth"];
if(minHeight<0)minHeight=0;
if(maxHeight>(*m_map)->m_height)maxHeight=(*m_map)->m_height;
if(minWidth<0)minWidth=0;
if(maxWidth>(*m_map)->m_width)maxWidth=(*m_map)->m_width;
for(int y=minHeight;y<=maxHeight;y++){
for(int x=minWidth;x<=maxWidth;x++){
if((*m_map)->Tile(x,y).solid){
sf::FloatRect theTile(x*GameConfig::g_config["tilewidth"],y*GameConfig::g_config["tileheight"],GameConfig::g_config["tilewidth"],GameConfig::g_config["tileheight"]);
if(entityRect.Intersects(theTile)||theTile.Intersects(entityRect)){
if((*m_map)->Tile(x,y).boomer && (*m_map)->Tile(x,y).color==GameConfig::ColorToNbr(GetColor()))(*m_map)->Explode(x,y);
return true;
}
}
}
}
return false;
}
示例7: checkCollisionsWithin
bool CollisionCell::checkCollisionsWithin(std::vector<WorldObject *> *_outputCollisions, sf::FloatRect _bounds)
{
bool collision = false;
for (unsigned int i = 0; i < m_TouchingWorldObjects.size(); i += 1)
{
if (_bounds.intersects(m_TouchingWorldObjects.at(i)->getBounds()))
{
bool present = false;
for (unsigned int j = 0; j < _outputCollisions->size(); j += 1)
{
if (_outputCollisions->at(j) == m_TouchingWorldObjects.at(i))
{
present = true;
break;
}
}
if (!present)
{
collision = true;
_outputCollisions->push_back(m_TouchingWorldObjects.at(i));
}
}
}
return collision;
}
示例8:
std::vector<MapObject*> QuadTreeNode::Retrieve(const sf::FloatRect& bounds, sf::Uint16& searchDepth)
{
searchDepth = m_level;
std::vector<MapObject*> foundObjects;
sf::Int16 index = m_GetIndex(bounds);
//recursively add objects of child node if bounds is fully contained
if(!m_children.empty() && index != -1)
{
foundObjects = m_children[index]->Retrieve(bounds, searchDepth);
}
else
{
//add all objects of child nodes which intersect test area
for(auto& child : m_children)
{
if(bounds.intersects(child->m_bounds))
{
std::vector<MapObject*> childObjects = child->Retrieve(bounds, searchDepth);
foundObjects.insert(foundObjects.end(), childObjects.begin(), childObjects.end());
}
}
}
//and append objects in this node
foundObjects.insert(foundObjects.end(), m_objects.begin(), m_objects.end());
m_debugShape.setOutlineColor(sf::Color::Red);
return foundObjects;
}
示例9: isCollision
bool Game::isCollision(sf::FloatRect box1, sf::FloatRect box2)
{
bool collision = false;
if (box1.intersects(box2))
collision = true;
return collision;
}
示例10: getIndex
std::vector<std::shared_ptr<tgd::Entity>> QuadTree::retrieve(sf::FloatRect bounds, sf::Uint16 searchDepth)
{
searchDepth = mLevel;
std::vector<std::shared_ptr<tgd::Entity>> foundObjects;
sf::Int16 index = getIndex(bounds);
//recursively add objects of child node if bounds is full contained
if(!mChildren.empty() && index != -1)
{
foundObjects = mChildren[index]->retrieve(bounds, searchDepth);
}
else
{
//add all objects of child nodes which intersect test area
for(auto& child : mChildren)
{
if(bounds.intersects(child->mBounds))
{
std::vector<std::shared_ptr<tgd::Entity>> childObjects = child->retrieve(bounds, searchDepth);
foundObjects.insert(foundObjects.end(), childObjects.begin(), childObjects.end());
}
}
}
//and append objects in this node
foundObjects.insert(foundObjects.end(), mObjects.begin(), mObjects.end());
return foundObjects;
}
示例11: while
std::vector<xy::Entity> DynamicTreeSystem::query(sf::FloatRect area, std::uint64_t filter) const
{
Detail::FixedStack<std::int32_t, 256> stack;
stack.push(m_root);
std::vector<xy::Entity> retVal;
retVal.reserve(256);
while (stack.size() > 0)
{
auto treeID = stack.pop();
if (treeID == TreeNode::Null)
{
continue;
}
const auto& node = m_nodes[treeID];
if (area.intersects(node.fatBounds))
{
//TODO it would be nice to precache the filter fetch, but it would miss changes at the component level
if (node.isLeaf() && node.entity.isValid()
&& (node.entity.getComponent<BroadphaseComponent>().m_filterFlags & filter))
{
//we have a candidate, stash
retVal.push_back(node.entity);
}
else
{
stack.push(node.childA);
stack.push(node.childB);
}
}
}
return retVal;
}
示例12:
//Check collision between a single rectangle and a point
int Level2::checkCollision(const sf::FloatRect &boundingBox, sf::Vector2f &point)
{
if (boundingBox.contains(point))
{
return 1;
}
return 0;
}
示例13: intersects
bool TalkingSprite::intersects(sf::FloatRect rect) const {
for (auto && it: collisionBoxList) {
if (rect.intersects(it)) {
return true;
}
}
return false;
}
示例14: Intersects
bool WorldObjects::Intersects(const sf::FloatRect & bounds)
{
for (int i = 0; i < Count(); ++i)
{
if (bounds.intersects(objects[i]->getGlobalBounds()))
return true;
}
return false;
}
示例15: boundsCheck
bool Level::boundsCheck(sf::FloatRect& bounds)
{
for (int i = 0; i < activeTiles.size(); ++i) {
if (bounds.intersects(activeTiles[i].getGlobalBounds()))
return true;
}
return false;
}