本文整理汇总了C++中sf::RectangleShape::setOrigin方法的典型用法代码示例。如果您正苦于以下问题:C++ RectangleShape::setOrigin方法的具体用法?C++ RectangleShape::setOrigin怎么用?C++ RectangleShape::setOrigin使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类sf::RectangleShape
的用法示例。
在下文中一共展示了RectangleShape::setOrigin方法的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: TestBox
TestBox(bool isCollidable) :
sg::Entity(isCollidable)
{
r0.setSize(sf::Vector2f(100.0f, 50.0f));
r0.setOrigin(50.0f, 25.0f);
this->addDrawable(r0, false);
bs.addShape(r0);
r1.setRadius(40.0f);
r1.setOrigin(40.0f, 40.0f);
r1.move(100.0f, 0.0f);
r1.scale(2.0f, 1.0f);
this->addDrawable(r1, false);
bs.addShape(r1);
r2.setSize(sf::Vector2f(250.0f, 10.0f));
r2.setOrigin(125.0f, 5.0f);
r2.rotate(-90.0f);
this->addDrawable(r2, false);
bs.addShape(r2);
r3.setRadius(40.0f);
r3.setOrigin(40.0f, 40.0f);
r3.move(-100.0f, 0.0f);
this->addDrawable(r3, false);
bs.addShape(r3);
//bs.rotate(-45.0f);
this->addTransformable(bs);
//this->rotate(45.0f);
}
示例2: draw
void Sprited::draw(sf::RenderWindow *window)
{
// Scroll sprite
sf::Vector2i shift = this->currentAnimation->frames[this->currentFrame];
this->sprite.setTextureRect(sf::IntRect(shift.x, shift.y, this->width, this->height));
this->sprite.setRotation((this->getWRotation() - this->camera->getWRotation()) / (2 * M_PI) * 360); // + this->wRotation / (2 * M_PI) * 360);
if (this->camera) {
// Transform sprite wPosition based on camera wPosition & wRotation
this->sprite.setPosition(this->applyCameraTransformation(this->getWPosition()));
} else {
// No camera set, meaning this object's wPosition is not affected by camera.
this->sprite.setPosition(this->getWPosition().x, this->getWPosition().y);
}
window->draw(this->sprite);
Movable::draw(window);
#ifdef DEBUG
static sf::RectangleShape origin;
origin.setOrigin(2, 2);
origin.setSize(sf::Vector2f(5, 5));
origin.setPosition(this->sprite.getPosition());
origin.setFillColor(sf::Color(255, 0, 0, 128));
window->draw(origin);
static sf::RectangleShape rect;
rect.setFillColor(sf::Color::Transparent);
rect.setOutlineThickness(1);
rect.setOutlineColor(sf::Color::Blue);
rect.setOrigin(this->sprite.getOrigin());
rect.setPosition(this->sprite.getPosition());
rect.setRotation(this->sprite.getRotation());
rect.setSize(sf::Vector2f(this->sprite.getTextureRect().width, this->sprite.getTextureRect().height));
window->draw(rect);
sf::FloatRect wHitbox = this->getWHitbox();
static sf::RectangleShape hitboxRect;
hitboxRect.setFillColor(sf::Color::Transparent);
hitboxRect.setOutlineThickness(1);
hitboxRect.setOutlineColor(sf::Color::Red);
hitboxRect.setOrigin(sf::Vector2f(wHitbox.width / 2, wHitbox.height / 2));
hitboxRect.setSize(sf::Vector2f(wHitbox.width, wHitbox.height));
hitboxRect.setPosition(this->applyCameraTransformation(this->getWPosition()));
hitboxRect.setRotation(-this->camera->getWRotation() / M_PI * 180);
window->draw(hitboxRect);
#endif
}
示例3: Paddle
// As with the ball, we construct the paddle with
// arguments for the initial position and initialize
// the SFML rectangle shape.
Paddle(float mX, float mY)
{
shape.setPosition(mX, mY);
shape.setSize({defWidth, defHeight});
shape.setFillColor(defColor);
shape.setOrigin(defWidth / 2.f, defHeight / 2.f);
}
示例4: Particle
Particle(sf::Vector2i position)
{
rect.setSize(sf::Vector2f(2,2));
rect.setOrigin( sf::Vector2f(1,1) );
rect.setFillColor( sf::Color::Red );
rect.setPosition( (sf::Vector2f)position );
velocity = sf::Vector2f(0,0);
}
示例5: paintLighting
void cWindow::paintLighting()
{
float power;
int tex;
int lightsDisplayed = 0;
int priority = 0;
for (int a = 0; a < 2; a++)
{
priority = 0;
while (priority < LIMIT_PRIORITY_LIGHT && lightsDisplayed < game.unitCounter)
{
for (int i = 0; i < game.unitCounter; i++)
{
if (game.unit[i].light.priority == priority && game.unit[i].light.power > 0 && game.unit[i].light.texture != -1)
{
tex = game.unit[i].light.texture;
brushRect.setTexture(&visual.gameTex[tex].handle);
brushRect.setPosition(game.unit[i].pos);
brushRect.setFillColor(sf::Color(255, 255, 255, max(0.00f, min(255.00f, 300.00f - game.ambientLight))));
if (!settings.enableDynamicLight) {
brushRect.setTexture(&visual.gameTex[visual.addTexture("light_white.png")].handle);
brushRect.setFillColor(sf::Color(255, 255, 255, 50.00f));
}
brushRect.setTextureRect(sf::IntRect(0, 0, visual.gameTex[tex].handle.getSize().x, visual.gameTex[tex].handle.getSize().y));
power = game.unit[i].light.power;
if (game.unit[i].light.flickerMod != 0.00f) {
power += power * (game.unit[i].light.flickerMod * abs(game.unit[i].light.flickerCurTime / game.unit[i].light.flickerTime - 1.00f));
power += math.randf(-5.00f, 5.00f);
}
brushRect.setOrigin(sf::Vector2f(power, power));
brushRect.setSize(sf::Vector2f(power * 2.00f, power * 2.00f));
// Directional
brushRect.setRotation(0.00f);
if (game.unit[i].light.directional) {
brushRect.setRotation(-game.unit[i].facingAngle);
}
// Painting to two textures
if (settings.enableDynamicLight && a == 0) { window.texHandleLight.draw(brushRect, window.matrixHandle); }
else if (settings.enableDynamicLight && a == 1) { window.texHandleLightMult.draw(brushRect, window.matrixHandle); }
else { window.texHandle.draw(brushRect, window.matrixHandle); }
}
}
priority += 1;
}
if (!math.intToBool(settings.enableBetterLight)) { break; }
}
brushRect.setRotation(0.00f);
window.texHandleLight.display();
if (settings.enableBetterLight) { window.texHandleLightMult.display(); }
}
示例6: Demo
BroadphaseDemo(sf::RenderWindow &window) : Demo(window), broadphase(100, 100), mouseObject(sf::Vector2f(50, 50)) {
// set up our mouse object
mouseObject.setOrigin(mouseObject.getSize() / 2.0f);
mouseObject.setOutlineThickness(2);
mouseObject.setFillColor(sf::Color(0, 200, 0));
// set up some random rectangles
for (size_t i = 0; i < 2500; ++i) {
sf::RectangleShape *object = new sf::RectangleShape(sf::Vector2f(randb(5, 15), randb(5, 15)));
object->setOrigin(object->getSize() / 2.0f);
object->setOutlineThickness(2);
objects.push_back(object);
}
}
示例7: paintClouds
void cWindow::paintClouds()
{
brushRect.setScale(vec2f(1.00f, 1.00f));
brushRect.setFillColor(color(0, 0, 0));
//brushRect.setTexture(&visual.gameTex[database.texture[TEX_CLOUD]].handle);
sf::FloatRect camRect(camera.pos.x, camera.pos.y, camera.res.x, camera.res.y);
mutex.renderClouds.lock();
visual.cloudsPainted = 0;
for (int i = 0; i < (int)weather.cloud.size(); i++)
{
//brushRect.setTexture(&weather.cloudTexture[i], true);
brushRect.setTexture(&visual.gameTex[weather.cloud[i].tex].handle, true);
brushRect.setPosition(weather.cloud[i].pos);
brushRect.setSize(weather.cloud[i].size);
brushRect.setOrigin(weather.cloud[i].size / 2.00f);
if (camRect.intersects(brushRect.getGlobalBounds())) {
window.texHandleShadow.draw(brushRect, window.matrixHandle);
visual.cloudsPainted += 1;
}
}
mutex.renderClouds.unlock();
}
示例8: paintParticles
void cWindow::paintParticles()
{
cParticleUnit* unit;
float shadowBrightness = (game.ambientLight - 150.00f) / 255.00f * 210.00f;
shadowBrightness = max(0.00f, min(255.00f, shadowBrightness));
if (!settings.enableParticleShadows) { shadowBrightness = 0.00f; }
visual.particlesPainted = 0;
mutex.renderParticles.lock();
int repeats = 1;
if (settings.enableParticleShadows && settings.enableBetterParticleShadows) { repeats += 1; }
for (int a = 0; a < repeats; a++)
{
for (int i = 0; i < (int)particle.unit.size(); i++)
{
// Setup
unit = &particle.unit[i];
brushRect.setSize(unit->size * 0.50f * (unit->lifetime / unit->lifetimeMax) + unit->size * 0.50f);
brushRect.setOrigin(unit->size / 2.00f);
if (i == 0 || particle.unit[i].type != particle.unit[i - 1].type)
{
brushRect.setTexture(&visual.gameTex[unit->texture].handle, true);
}
// Display
float transpar = (unit->fadeVal / unit->fadeMax);
if (a == 0)
{
if (shadowBrightness > 0.00f && settings.enableParticleShadows && !settings.enableBetterParticleShadows)
{
brushRect.setPosition(unit->shadowPos);
brushRect.setFillColor(color(0, 0, 0, shadowBrightness * transpar));
window.texHandle.draw(brushRect, window.matrixHandle);
}
brushRect.setPosition(unit->pos);
brushRect.setFillColor(color(255, 255, 255, 255 * transpar));
window.texHandle.draw(brushRect, window.matrixHandle);
visual.particlesPainted += 1;
}
else if (a == 1)
{
brushRect.setPosition(unit->shadowPos);
brushRect.setFillColor(color(0, 0, 0, 255 * transpar));
window.texHandleShadow.draw(brushRect, window.matrixHandle);
if (settings.enablePreciseParticleShadows)
{
brushRect.setPosition(unit->pos);
brushRect.setFillColor(color(255, 255, 255, 255 * transpar));
window.texHandleShadow.draw(brushRect, window.matrixHandle);
}
}
}
}
mutex.renderParticles.unlock();
/*for (int i = 0; i < (int)particle.unit.size(); i++)
{
// Setup
unit = &particle.unit[i];
brushRect.setSize(unit->size * 0.50f * (unit->lifetime / unit->lifetimeMax) + unit->size * 0.50f);
brushRect.setOrigin(unit->size / 2.00f);
if (i == 0 || particle.unit[i].type != particle.unit[i - 1].type)
{
brushRect.setTexture(&visual.gameTex[unit->texture].handle, true);
}
// Display
float transpar = (unit->fadeVal / unit->fadeMax);
if (shadowBrightness > 0.00f)
{
brushRect.setPosition(unit->shadowPos);
brushRect.setFillColor(color(0, 0, 0, shadowBrightness * transpar));
window.texHandle.draw(brushRect, window.matrixHandle);
}
brushRect.setPosition(unit->pos);
brushRect.setFillColor(color(255, 255, 255, 255 * transpar));
window.texHandle.draw(brushRect, window.matrixHandle);
visual.particlesPainted += 1;
}*/
}
示例9: table
void table()
{
sf::Vector2f tbBorder(WIDTH, borderDepth);
sf::Vector2f lrBorder(borderDepth, HEIGHT);
sf::Vector2f matSize(WIDTH - 2 * borderDepth, HEIGHT - 2 * borderDepth);
float borderPosX[4] = {0.f, 0.f, 0.f, WIDTH - borderDepth};
float borderPosY[4] = {0.f, HEIGHT - borderDepth, 0.f, 0.f};
float pocketPosX[3] = {borderLeft, WIDTH / 2, borderRight};
float pocketPosY[2] = {borderTop - 5, borderBot + 5};
float pocket2OrigX[6] = { pocketRad, pocketRad, pocketRad, pocketRad, pocketRad, pocketRad};
float pocket2OrigY[6] = { 0, pocketRad, 0, pocketRad, 0, pocketRad };
float pocket2Angle[6] = { -45, 45, 0, 0, 45, -45 };
mat.setSize(matSize);
mat.setOrigin(matSize.x / 2, matSize.y / 2);
mat.setPosition(WIDTH/2, HEIGHT/2);
mat.setFillColor(darkGreen);
for (int i = 0; i < 4; i++)
{
if (i < 2) { borders[i].setSize(tbBorder); }
else { borders[i].setSize(lrBorder); }
borders[i].setPosition(borderPosX[i], borderPosY[i]);
borders[i].setFillColor(brown);
borders[i].setOutlineColor(sf::Color::Black);
borders[i].setOutlineThickness(1);
}
for (int i = 0; i < 6; i++)
{
pockets[i].setRadius(pocketRad);
pockets[i].setOrigin(pocketRad, pocketRad);
pockets[i].setFillColor(sf::Color::Black);
if ((i != 2) && (i != 3))
{
pockets2[i].setSize(pocket2Size);
pockets2[i].setOrigin(pocket2OrigX[i], pocket2OrigY[i]);
pockets2[i].setFillColor(sf::Color::Black);
pockets2[i].setRotation(pocket2Angle[i]);
}
}
pockets[0].setPosition(borderLeft, borderTop);
pockets[1].setPosition(borderLeft, borderBot);
pockets[2].setPosition(WIDTH / 2, borderTop);
pockets[3].setPosition(WIDTH / 2, borderBot);
pockets[4].setPosition(borderRight, borderTop);
pockets[5].setPosition(borderRight, borderBot);
for (int i = 0; i < pockets2.size(); i++)
pockets2[i].setPosition(pockets[i].getPosition());
BILLIARDS.draw(mat);
for (int i = 0; i < borders.size(); i++) { BILLIARDS.draw(borders[i]); }
for (int i = 0; i < pockets.size(); i++)
{
BILLIARDS.draw(pockets[i]);
BILLIARDS.draw(pockets2[i]);
}
MoveDraw();
}
示例10:
Brick(float mX, float mY) {
shape.setPosition(mX, mY);
shape.setSize({blockWidth, blockHeight});
shape.setFillColor(sf::Color::Yellow);
shape.setOrigin(blockWidth /2.f, blockHeight /2.f );
}
示例11: centerElement
void MameUIsenWindow::centerElement(sf::RectangleShape& rectangleShape)
{
sf::FloatRect fr = rectangleShape.getLocalBounds();
rectangleShape.setOrigin(fr.left + fr.width/2.0f, fr.top + fr.height/2.0f);
}
示例12: Player
Player () {
PlayerNumber = totalPlayers;
Sprite = loadSpriteData("Player " + intToString(PlayerNumber + 1));
//Get Global width, seperate to rotation
CharacterWidth = Sprite.getGlobalBounds().width;
nameSpacing = 30;
healthBarSpacing = nameSpacing + 15;
Sprite.setOrigin(Sprite.getGlobalBounds().width/2, Sprite.getGlobalBounds().height/2);
Sprite.setPosition((App.getSize().x/2) - (Sprite.getGlobalBounds().width/2), (App.getSize().y/2) - (Sprite.getGlobalBounds().height/2));
//PlayerName.setFont(sf::Font::getDefaultFont());
PlayerName.setCharacterSize(15);
PlayerName.setString("Player: " + intToString(PlayerNumber + 1));
PlayerName.setOrigin(PlayerName.getGlobalBounds().width/2, PlayerName.getGlobalBounds().height/2);
PlayerName.setPosition(Sprite.getPosition().x, Sprite.getPosition().y + nameSpacing);
NameOutline.setSize(sf::Vector2f(PlayerName.getGlobalBounds().width, PlayerName.getGlobalBounds().height));
NameOutline.setOutlineThickness(2);
NameOutline.setFillColor(sf::Color(0, 0, 0, 120));
NameOutline.setOutlineColor(sf::Color::Black);
NameOutline.setOrigin(NameOutline.getGlobalBounds().width/2, NameOutline.getGlobalBounds().height/2);
NameOutline.setPosition(Sprite.getPosition().x + 1.5, Sprite.getPosition().y + nameSpacing + 4);
MaxHealth = Health = 100;
HealthBarSize = 50;
HealthBarRed.setSize(sf::Vector2f(HealthBarSize, 5));
HealthBarRed.setOutlineThickness(1);
HealthBarRed.setFillColor(sf::Color::Red);
HealthBarRed.setOutlineColor(sf::Color::Black);
HealthBarRed.setPosition(Sprite.getPosition().x - (CharacterWidth/2) - 5, Sprite.getPosition().y + healthBarSpacing);
HealthBarGreen.setSize(sf::Vector2f(HealthBarSize, 5));
HealthBarGreen.setOutlineThickness(1);
HealthBarGreen.setFillColor(sf::Color::Green);
HealthBarGreen.setOutlineColor(sf::Color::Black);
HealthBarGreen.setPosition(Sprite.getPosition().x - (CharacterWidth/2) - 5, Sprite.getPosition().y + healthBarSpacing);
if (controllerConnected) {
ControlScheme = ControlSchemes::Joystick;
Key k;
k.InputType = Input::JoystickMovedNeg;
k.KeyCode = sf::Joystick::Axis::Y;
Bindings["Up"] = k;
k.InputType = Input::JoystickMovedPos;
k.KeyCode = sf::Joystick::Axis::Y;
Bindings["Down"] = k;
k.InputType = Input::JoystickMovedNeg;
k.KeyCode = sf::Joystick::Axis::X;
Bindings["Left"] = k;
k.InputType = Input::JoystickMovedPos;
k.KeyCode = sf::Joystick::Axis::X;
Bindings["Right"] = k;
} else {
ControlScheme = ControlSchemes::KeyboardMouse;
Key k;
k.InputType = Input::KeyboardInput;
k.KeyCode = sf::Keyboard::W;
Bindings["Up"] = k;
k.InputType = Input::KeyboardInput;
k.KeyCode = sf::Keyboard::S;
Bindings["Down"] = k;
k.InputType = Input::KeyboardInput;
k.KeyCode = sf::Keyboard::A;
Bindings["Left"] = k;
k.InputType = Input::KeyboardInput;
k.KeyCode = sf::Keyboard::D;
Bindings["Right"] = k;
}
totalPlayers++;
}
示例13: centerOrigin
void centerOrigin(sf::RectangleShape& shape)
{
sf::FloatRect bounds = shape.getLocalBounds();
shape.setOrigin(std::floor(bounds.left + bounds.width/2.f), std::floor(bounds.top + bounds.height/2.f));
}
示例14: update
inline void update(FT mFT) override
{
shp.setPosition(cPhys->getPosPx());
shp.setSize(cPhys->getSizePx());
shp.setOrigin(cPhys->getHalfSizePx());
}
示例15: Player
Player()
{
recShape = new sf::RectangleShape(sf::Vector2f(100, 10));
recShape->setOrigin(sf::Vector2f(50, 0));
recShape->setPosition(sf::Vector2f(512, 600));
}