У меня есть код, который при компиляции запускает Asteroid Game. Я хочу внести некоторые изменения. Вместо спрайтов для корабля я бы хотел использовать треугольники. Для пули я бы хотел использовать маленький прямоугольник и, наконец, многоугольник для астероидов. Код использует Entity Master Class со списком. Может кто-нибудь рассказать, как сделать эти изменения?
#include <SFML/Graphics.hpp>
#include <time.h>
#include <list>
using namespace sf;
const int W = 1200;
const int H = 800;
float DEGTORAD = 0.017453f;
class Animation
{
public:
float Frame, speed;
Sprite sprite;
std::vector<IntRect> frames;
Animation(){}
Animation (Texture &t, int x, int y, int w, int h, int count, float Speed)
{
Frame = 0;
speed = Speed;
for (int i=0;i<count;i++)
frames.push_back( IntRect(x+i*w, y, w, h) );
sprite.setTexture(t);
sprite.setOrigin(w/2,h/2);
sprite.setTextureRect(frames[0]);
}
void update()
{
Frame += speed;
int n = frames.size();
if (Frame >= n) Frame -= n;
if (n>0) sprite.setTextureRect( frames[int(Frame)] );
}
bool isEnd()
{
return Frame+speed>=frames.size();
}
};
class Entity
{
public:
float x,y,dx,dy,R,angle;
bool life;
std::string name;
Animation anim;
Entity()
{
life=1;
}
void settings(Animation &a,int X,int Y,float Angle=0,int radius=1)
{
anim = a;
x=X; y=Y;
angle = Angle;
R = radius;
}
virtual void update(){};
void draw(RenderWindow &app)
{
anim.sprite.setPosition(x,y);
anim.sprite.setRotation(angle+90);
app.draw(anim.sprite);
CircleShape circle(R);
circle.setFillColor(Color(255,0,0,170));
circle.setPosition(x,y);
circle.setOrigin(R,R);
//app.draw(circle);
}
virtual ~Entity(){};
};
class asteroid: public Entity
{
public:
asteroid()
{
dx=rand()%8-4;
dy=rand()%8-4;
name="asteroid";
}
void update()
{
x+=dx;
y+=dy;
if (x>W) x=0; if (x<0) x=W;
if (y>H) y=0; if (y<0) y=H;
}
};
class bullet: public Entity
{
public:
bullet()
{
name="bullet";
}
void update()
{
dx=cos(angle*DEGTORAD)*6;
dy=sin(angle*DEGTORAD)*6;
// angle+=rand()%7-3; /*try this*/
x+=dx;
y+=dy;
if (x>W || x<0 || y>H || y<0) life=0;
}
};
class player: public Entity
{
public:
bool thrust;
player()
{
name="player";
}
void update()
{
if (thrust)
{ dx+=cos(angle*DEGTORAD)*0.2;
dy+=sin(angle*DEGTORAD)*0.2; }
else
{ dx*=0.99;
dy*=0.99; }
int maxSpeed=15;
float speed = sqrt(dx*dx+dy*dy);
if (speed>maxSpeed)
{ dx *= maxSpeed/speed;
dy *= maxSpeed/speed; }
x+=dx;
y+=dy;
if (x>W) x=0; if (x<0) x=W;
if (y>H) y=0; if (y<0) y=H;
}
};
bool isCollide(Entity *a,Entity *b)
{
return (b->x - a->x)*(b->x - a->x)+
(b->y - a->y)*(b->y - a->y)<
(a->R + b->R)*(a->R + b->R);
}
int main()
{
srand(time(0));
RenderWindow app(VideoMode(W, H), "Asteroids!");
app.setFramerateLimit(60);
Texture t1,t2,t3,t4,t5,t6,t7;
t1.loadFromFile("images/spaceship.png");
t2.loadFromFile("images/background.jpg");
t3.loadFromFile("images/explosions/type_C.png");
t4.loadFromFile("images/rock.png");
t5.loadFromFile("images/fire_blue.png");
t6.loadFromFile("images/rock_small.png");
t7.loadFromFile("images/explosions/type_B.png");
t1.setSmooth(true);
t2.setSmooth(true);
Sprite background(t2);
Animation sExplosion(t3, 0,0,256,256, 48, 0.5);
Animation sRock(t4, 0,0,64,64, 16, 0.2);
Animation sRock_small(t6, 0,0,64,64, 16, 0.2);
Animation sBullet(t5, 0,0,32,64, 16, 0.8);
Animation sPlayer(t1, 40,0,40,40, 1, 0);
Animation sPlayer_go(t1, 40,40,40,40, 1, 0);
Animation sExplosion_ship(t7, 0,0,192,192, 64, 0.5);
std::list<Entity*> entities;
for(int i=0;i<15;i++)
{
asteroid *a = new asteroid();
a->settings(sRock, rand()%W, rand()%H, rand()%360, 25);
entities.push_back(a);
}
player *p = new player();
p->settings(sPlayer,200,200,0,20);
entities.push_back(p);
/////main loop/////
while (app.isOpen())
{
Event event;
while (app.pollEvent(event))
{
if (event.type == Event::Closed)
app.close();
if (event.type == Event::KeyPressed)
if (event.key.code == Keyboard::Space)
{
bullet *b = new bullet();
b->settings(sBullet,p->x,p->y,p->angle,10);
entities.push_back(b);
}
}
if (Keyboard::isKeyPressed(Keyboard::Right)) p->angle+=3;
if (Keyboard::isKeyPressed(Keyboard::Left)) p->angle-=3;
if (Keyboard::isKeyPressed(Keyboard::Up)) p->thrust=true;
else p->thrust=false;
for(auto a:entities)
for(auto b:entities)
{
if (a->name=="asteroid" && b->name=="bullet")
if ( isCollide(a,b) )
{
a->life=false;
b->life=false;
Entity *e = new Entity();
e->settings(sExplosion,a->x,a->y);
e->name="explosion";
entities.push_back(e);
for(int i=0;i<2;i++)
{
if (a->R==15) continue;
Entity *e = new asteroid();
e->settings(sRock_small,a->x,a->y,rand()%360,15);
entities.push_back(e);
}
}
if (a->name=="player" && b->name=="asteroid")
if ( isCollide(a,b) )
{
b->life=false;
Entity *e = new Entity();
e->settings(sExplosion_ship,a->x,a->y);
e->name="explosion";
entities.push_back(e);
p->settings(sPlayer,W/2,H/2,0,20);
p->dx=0; p->dy=0;
}
}
if (p->thrust) p->anim = sPlayer_go;
else p->anim = sPlayer;
for(auto e:entities)
if (e->name=="explosion")
if (e->anim.isEnd()) e->life=0;
if (rand()%150==0)
{
asteroid *a = new asteroid();
a->settings(sRock, 0,rand()%H, rand()%360, 25);
entities.push_back(a);
}
for(auto i=entities.begin();i!=entities.end();)
{
Entity *e = *i;
e->update();
e->anim.update();
if (e->life==false) {i=entities.erase(i); delete e;}
else i++;
}
//////draw//////
app.draw(background);
for(auto i:entities) i->draw(app);
app.display();
}
return 0;
}