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main.cpp
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#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include <iostream>
#include <string>
#include <cmath>
#include <vector>
#include <sys/time.h>
#include "Map.h"
using namespace std;
// Informacoes basicas
string settings = "settings.txt";
string map_name = "map4.png";
string window_title = "Gunpoint Prototype";
string font_path = "/usr/share/fonts/truetype/dejavu/DejaVuSansMono-Bold.ttf";
// Controle de resolucao e fps
int window_width = 1024;
int window_height = 728;
int fps;
int maxFps = 120;
// Controle de movimento e animacao do personagem
float x;
float y;
float vx;
float vy;
int anim_frame_wait = 8;
int adjust_x;
int adjust_y;
int max_ground_speed = 4;
int max_wall_speed = 2;
int take_off_speed = 30;
int jump_strength;
int jump_strength_calc;
int jump_strength_start = 250;
int jump_strength_max = 600;
int player_size_x = 10;
int player_size_y = 15;
int player_start_x;
int player_start_y;
int player_map_x;
int player_map_y;
int player_screen_x;
int player_screen_y;
int player_fake_pos_x;
int player_fake_pos_y;
int player_w;
int player_h;
char player_d;
bool player_facing_left;
bool run_into_wall;
bool landing;
bool dead = false;
// Distancia maxima pro jogador interagir com um objeto do jogo
int button_dist_max = 20;
// Variavel com todos os sprites do jogo
vector<sf::Texture> all_textures;
// Controle de teclas pressionadas
bool trigger_manager = true;
bool button_trigger_manager = true;
// Controle das areas nas quais o personagem esta inserido
vector<bool> player_a;
Area area;
// Dados relevantes do mapa da fase
Map level_map(map_name);
// Constantes
float ati = 0.04; // valor somado a vy em cada iteracao
int itr = 5; // desenha um ponto do trajeto do pulo a cada itr iteracoes
int ji = 3; // valor somado a jump_strength em cada iteracao
float k0 = 0.7; // constante multiplicadora de jump_strength
float k1 = 90.0; // aceleracao gravitacional do jogo
float k2 = 150.0; // modulo do vetor direcao
float k3 = 4.0; // magica
// Contador (pra nao precisar inicializar o mesmo contador varias vezes)
int i;
// Funcao para adicionar mais texturas a variavel com todas as texturas
void addTexture(string filename, int cols, int rows, bool invert)
{
sf::Image spriteset;
sf::Texture tex;
spriteset.loadFromFile(filename);
int w = spriteset.getSize().x;
int h = spriteset.getSize().y;
if (invert)
spriteset.flipHorizontally();
for (i = 0; i < rows; i++)
{
for (int j = 0; j < cols; j++)
{
tex.loadFromImage(spriteset, sf::IntRect(invert ? (w - (j + 1) * w / cols) : (j * w / cols), i * h / rows, w / cols, h / rows));
all_textures.push_back(sf::Texture(tex));
}
}
}
int main(void)
{
int window_ini_x = (sf::VideoMode::getDesktopMode().width - window_width) / 2;
int window_ini_y = (sf::VideoMode::getDesktopMode().height - window_height) / 2;
sf::RenderWindow window(sf::VideoMode(window_width, window_height), window_title, sf::Style::Close);
window.setPosition(sf::Vector2i(window_ini_x, window_ini_y));
sf::View viewport;
sf::Texture texture;
texture.loadFromFile(map_name);
addTexture("sprites/player.png", 9, 3, false);
addTexture("sprites/player_jump.png", 9, 1, false);
addTexture("sprites/player_die.png", 5, 1, false);
addTexture("sprites/player_punch_guard.png", 7, 1, false);
addTexture("sprites/guard.png", 8, 2, false);
addTexture("sprites/player_hack.png", 6, 6, false);
addTexture("sprites/player.png", 9, 3, true);
addTexture("sprites/player_jump.png", 9, 1, true);
addTexture("sprites/player_die.png", 5, 1, true);
addTexture("sprites/player_punch_guard.png", 7, 1, true);
addTexture("sprites/guard.png", 8, 2, true);
addTexture("sprites/player_hack.png", 6, 6, true);
adjust_x = (window_width - texture.getSize().x) / 2;
adjust_y = window_height - texture.getSize().y;
sf::RectangleShape shape;
shape.setPosition(adjust_x, adjust_y);
shape.setSize(sf::Vector2f(texture.getSize().x, texture.getSize().y));
shape.setTexture(&texture);
player_start_x = level_map.getStartingPosX();
player_start_y = level_map.getStartingPosY();
player_map_x = player_start_x;
player_map_y = player_start_y;
player_screen_x = player_map_x + adjust_x;
player_screen_y = player_map_y + adjust_y;
vx = 0;
vy = 0;
player_d = 'n';
player_size_x = all_textures[0].getSize().x / 2;
player_size_y = all_textures[0].getSize().y / 2;
sf::RectangleShape player;
player.setPosition(player_screen_x - player_size_x, player_screen_y - player_size_y);
// player.setSize(sf::Vector2f(all_textures[0].getSize().x, all_textures[0].getSize().y));
player.setTexture(&all_textures[0], true);
sf::RectangleShape goal;
goal.setSize(sf::Vector2f(54, 39));
goal.setPosition(level_map.getGoalX() + adjust_x - 27, level_map.getGoalY() + adjust_y - 38);
goal.setTexture(&all_textures[64]);
vector<sf::RectangleShape> guards;
sf::RectangleShape guard_template;
guard_template.setSize(sf::Vector2f(all_textures[48].getSize().x, all_textures[48].getSize().y));
// guard_template.setFillColor(sf::Color::Magenta);
for (i = 0; i < level_map.getNumberOfGuards(); i++)
guards.push_back(guard_template);
viewport.setSize(window_width, window_height);
viewport.setCenter(player_screen_x, player_screen_y);
window.setView(viewport);
sf::Text text;
sf::Font font;
font.loadFromFile(font_path);
text.setFont(font);
text.setColor(sf::Color::Red);
/*
sf::Sound sound;
sf::SoundBuffer soundBuffer;
soundBuffer.loadFromFile("res/Sound.ogg");
sound.setBuffer(soundBuffer);
sound.play();
sf::Music music;
music.openFromFile("res/Music.ogg");
music.play();
*/
int anim = 0;
float at = 0;
fps = 0;
timeval start;
timeval current;
gettimeofday(&start, NULL);
while (window.isOpen())
{
// Fecha a janela caso solicitado
sf::Event event;
while (window.pollEvent(event))
if (event.type == sf::Event::Closed)
window.close();
// Calcula o numero de frames por segundo
gettimeofday(¤t, NULL);
if (current.tv_sec > start.tv_sec)
{
string s;
while (fps > 0)
{
s = (char)((fps % 10) + '0') + s;
fps /= 10;
}
text.setString(s + " fps");
gettimeofday(&start, NULL);
}
fps++;
// Limita o numero de frames por segundo
while ((current.tv_sec - start.tv_sec) * 1000000.0 + current.tv_usec < fps * 1000000.0 / maxFps)
gettimeofday(¤t, NULL);
// Controle de gravidade
if (player_d == 'n')
at += ati;
else
at = 0;
// Controle de movimento
char player_old_d = player_d;
if (player_d == 'n')
{
// Caso o personagem esteja no ar, prossegue com o movimento em parabola
int player_pos_x = player_start_x + vx * at;
int player_pos_y = player_start_y + vy * at + k1 * at * at;
int x = player_pos_x - player_map_x;
int y = player_pos_y - player_map_y;
Step step = level_map.step(player_map_x, player_map_y, player_pos_x, player_pos_y);
player_map_x = step.x;
player_map_y = step.y;
player_d = step.d;
if (player_d != 'n')
{
if (player_d == 'd')
{
player.setSize(sf::Vector2f(all_textures[33].getSize().x, all_textures[33].getSize().y));
player_size_x = all_textures[33].getSize().x / 2;
player_size_y = all_textures[33].getSize().y / 2 - 1;
player.setTexture(&all_textures[player_facing_left ? 133 : 33], true);
landing = true;
anim = 0;
}
else
{
player.setSize(sf::Vector2f(all_textures[0].getSize().x, all_textures[0].getSize().y));
player_size_x = all_textures[0].getSize().x / 2;
player_size_y = all_textures[0].getSize().y / 2;
if (player_d == 'l')
player.setTexture(&all_textures[118], true);
else if (player_d == 'r')
player.setTexture(&all_textures[18], true);
else if (player_d == 'u' && player_facing_left)
player.setTexture(&all_textures[110], true);
else if (player_d == 'u' && !player_facing_left)
player.setTexture(&all_textures[10], true);
}
}
else
{
if (y > 0 && abs(y) > 4 * abs(x))
player.setTexture(&all_textures[(player_facing_left ? 132 : 32)], true);
}
}
else if ((player_d == 'l' || player_d == 'r') && !sf::Mouse::isButtonPressed(sf::Mouse::Left))
{
// Controle de tecla pressionada
if (!sf::Keyboard::isKeyPressed(sf::Keyboard::A) && !sf::Keyboard::isKeyPressed(sf::Keyboard::D))
trigger_manager = true;
// Caso o personagem esteja subindo uma parede a esquerda e o jogador pressiona a tecla D, o personagem pula da parede
if (player_d == 'l' && sf::Keyboard::isKeyPressed(sf::Keyboard::D) && trigger_manager)
{
vx = take_off_speed;
vy = 0;
player_facing_left = false;
player_start_x = player_map_x;
player_start_y = player_map_y;
player.setSize(sf::Vector2f(all_textures[32].getSize().x, all_textures[32].getSize().y));
player_size_x = all_textures[32].getSize().x / 2;
player_size_y = all_textures[32].getSize().y / 2 - 1;
player.setTexture(&all_textures[32], true);
player_d = 'n';
}
// Mesma condicao acima, mas para paredes a direita do personagem
else if (player_d == 'r' && sf::Keyboard::isKeyPressed(sf::Keyboard::A) && trigger_manager)
{
vx = -take_off_speed;
vy = 0;
player_facing_left = true;
player_start_x = player_map_x;
player_start_y = player_map_y;
player.setSize(sf::Vector2f(all_textures[32].getSize().x, all_textures[0].getSize().y));
player_size_x = all_textures[32].getSize().x / 2;
player_size_y = all_textures[32].getSize().y / 2 - 1;
player.setTexture(&all_textures[132], true);
player_d = 'n';
}
else
{
// Se o jogador NAO estiver pressionando duas teclas direcionais ao mesmo tempo
if (!(sf::Keyboard::isKeyPressed(sf::Keyboard::W) && sf::Keyboard::isKeyPressed(sf::Keyboard::S)))
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
vy = -max_wall_speed;
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
vy = max_wall_speed;
// Se o jogador nao estiver pressionando nenhuma tecla
else
vy = 0;
}
// Se o jogador estiver pressionando duas teclas direcionais ao mesmo tempo, cancelar movimento
else
vy = 0;
// Anda (ou muda de superficie) se o passo for possivel
if (level_map.passable(player_map_x, player_map_y + vy, false))
{
int a;
if (player_d == 'l')
a = -2;
else
a = 2;
// Se a parede continua ali, a funcao de passabilidade para (x + a, y) retorna false
if (!level_map.passable(player_map_x + a, player_map_y + vy, false))
player_map_y += vy;
// Se nao ha mais parede, o personagem chegou num ponto onde ele pode mudar de superficie
else
{
// Primeiro atualiza as novas coordenadas do personagem
player_map_x += 2 * a;
player_map_y += 2 * vy;
level_map.updatePosA(player_map_x, player_map_y);
// Em seguida procura a primeira area em que o personagem esta inserido
for (i = 0; i < level_map.getNumberOfAreas(); i++)
if (level_map.getPosA(i))
break;
area = level_map.getArea(i);
// Corrige a posicao do personagem de acordo com os limites da area
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
player_map_y = area.bottom - 1;
player_d = 'd';
player.setSize(sf::Vector2f(all_textures[0].getSize().x, all_textures[0].getSize().y));
player_size_x = all_textures[0].getSize().x / 2;
player_size_y = all_textures[0].getSize().y / 2;
player.setTexture(&all_textures[player_facing_left ? 100 : 0], true);
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S) && trigger_manager)
{
player_map_y = area.top + 1;
player_d = 'u';
player.setSize(sf::Vector2f(all_textures[0].getSize().x, all_textures[0].getSize().y));
player_size_x = all_textures[0].getSize().x / 2;
player_size_y = all_textures[0].getSize().y / 2;
player.setTexture(&all_textures[player_facing_left ? 110 : 10], true);
// isso impede que o personagem pule da parede imediatamente depois de mudar de superficie
trigger_manager = false;
}
// Prevencao de erro para o personagem nao se deslocar sozinho
else
{
player_map_x -= 2 * a;
player_map_y -= 2 * vy;
level_map.updatePosA(player_map_x, player_map_y);
}
}
}
// Se o passo nao for possivel (atingiu outra superficie), muda de superficie
else
{
for (i = 0; i < level_map.getNumberOfAreas(); i++)
if (level_map.getPosA(i))
break;
area = level_map.getArea(i);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
player_map_y = area.top + 1;
player_d = 'u';
player.setSize(sf::Vector2f(all_textures[0].getSize().x, all_textures[0].getSize().y));
player_size_x = all_textures[0].getSize().x / 2;
player_size_y = all_textures[0].getSize().y / 2;
player.setTexture(&all_textures[player_facing_left ? 110 : 10], true);
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
player_map_y = area.bottom - 1;
player_d = 'd';
player.setSize(sf::Vector2f(all_textures[0].getSize().x, all_textures[0].getSize().y));
player_size_x = all_textures[0].getSize().x / 2;
player_size_y = all_textures[0].getSize().y / 2;
player.setTexture(&all_textures[player_facing_left ? 100 : 0], true);
}
}
}
}
else if ((player_d == 'u' || player_d == 'd') && !sf::Mouse::isButtonPressed(sf::Mouse::Left))
{
if (!sf::Keyboard::isKeyPressed(sf::Keyboard::A) && !sf::Keyboard::isKeyPressed(sf::Keyboard::D) && landing)
{
if (++anim >= 6 * anim_frame_wait)
{
landing = false;
anim = 0;
}
player.setTexture(&all_textures[(player_facing_left ? 133 : 33) + min(anim / anim_frame_wait, 2)], true);
}
else
{
player.setSize(sf::Vector2f(all_textures[0].getSize().x, all_textures[0].getSize().y));
player_size_x = all_textures[0].getSize().x / 2;
player_size_y = all_textures[0].getSize().y / 2;
landing = false;
}
if (!sf::Keyboard::isKeyPressed(sf::Keyboard::S))
trigger_manager = true;
if (player_d == 'u' && sf::Keyboard::isKeyPressed(sf::Keyboard::S) && trigger_manager)
{
vx = 0;
vy = take_off_speed;
player_start_x = player_map_x;
player_start_y = player_map_y;
player_d = 'n';
player.setSize(sf::Vector2f(all_textures[32].getSize().x, all_textures[32].getSize().y));
player_size_x = all_textures[32].getSize().x / 2;
player_size_y = all_textures[32].getSize().y / 2 - 1;
player.setTexture(&all_textures[player_facing_left ? 132 : 32], true);
}
else
{
if (!(sf::Keyboard::isKeyPressed(sf::Keyboard::A) && sf::Keyboard::isKeyPressed(sf::Keyboard::D)))
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
player_facing_left = true;
if (player_d == 'd')
vx = -max_ground_speed;
else
vx = -max_wall_speed;
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
player_facing_left = false;
if (player_d == 'd')
vx = max_ground_speed;
else
vx = max_wall_speed;
}
else
vx = 0;
}
else
vx = 0;
if (level_map.passable(player_map_x + vx, player_map_y, false))
{
run_into_wall = false;
int a;
if (player_d == 'u')
a = -2;
else
a = 2;
if (!level_map.passable(player_map_x + vx, player_map_y + a, false))
player_map_x += vx;
else if (player_d == 'd')
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A) && !sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
player_start_x = player_map_x;
player_start_y = player_map_y;
player_facing_left = true;
vx = -take_off_speed;
vy = 0;
player_d = 'n';
player.setSize(sf::Vector2f(all_textures[32].getSize().x, all_textures[32].getSize().y));
player_size_x = all_textures[32].getSize().x / 2;
player_size_y = all_textures[32].getSize().y / 2 - 1;
player.setTexture(&all_textures[132], true);
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::D) && !sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
player_start_x = player_map_x;
player_start_y = player_map_y;
player_facing_left = false;
vx = take_off_speed;
vy = 0;
player_d = 'n';
player.setSize(sf::Vector2f(all_textures[32].getSize().x, all_textures[32].getSize().y));
player_size_x = all_textures[32].getSize().x / 2;
player_size_y = all_textures[32].getSize().y / 2 - 1;
player.setTexture(&all_textures[32], true);
}
}
else
{
player_map_x += 2 * vx;
player_map_y += 2 * a;
level_map.updatePosA(player_map_x, player_map_y);
for (i = 0; i < level_map.getNumberOfAreas(); i++)
if (level_map.getPosA(i))
break;
area = level_map.getArea(i);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A) && !sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
player_map_x = area.right - 1;
player_d = 'r';
player.setTexture(&all_textures[9], true);
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::D) && !sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
player_map_x = area.left + 1;
player_d = 'l';
player.setTexture(&all_textures[109], true);
}
else
{
player_map_x -= 2 * vx;
player_map_y -= 2 * a;
level_map.updatePosA(player_map_x, player_map_y);
}
trigger_manager = false;
}
}
else
{
run_into_wall = true;
if (player_d == 'u')
{
for (i = 0; i < level_map.getNumberOfAreas(); i++)
if (level_map.getPosA(i))
break;
area = level_map.getArea(i);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
player_map_x = area.left + 1;
player_d = 'l';
player.setTexture(&all_textures[9], true);
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
player_map_x = area.right - 1;
player_d = 'r';
player.setTexture(&all_textures[109], true);
}
}
}
}
}
if (player_old_d != player_d && player_d != 'd' && level_map.bumpAll(player_map_x, player_map_y))
{
vx = 0;
vy = 0;
at = 0;
if (player_d == 'l')
player_map_x++;
else if (player_d == 'r')
player_map_x--;
if (player_d == 'u')
player_map_y++;
player_start_x = player_map_x;
player_start_y = player_map_y;
player_d = 'n';
}
// Conquista o objetivo da fase (dadas as condicoes)
if (abs(player_map_x - level_map.getGoalX()) < button_dist_max && player_map_y == level_map.getGoalY() && !level_map.done())
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
player_map_x = level_map.getGoalX();
level_map.finish();
player_d = 'a';
anim = 0;
player.setSize(sf::Vector2f(all_textures[65].getSize().x, all_textures[65].getSize().y));
player_size_x = all_textures[65].getSize().x / 2;
player_size_y = all_textures[65].getSize().y / 2;
}
}
// Procura botoes que podem ser pressionados
// TODO
// Atualiza a coordenada do personagem na tela e o viewport
level_map.updatePosA(player_map_x, player_map_y);
player_fake_pos_x = player_map_x;
player_fake_pos_y = player_map_y;
if (player_d != 'n')
{
for (i = 0; i < level_map.getNumberOfAreas(); i++)
if (level_map.getPosA(i))
break;
area = level_map.getArea(i);
if (!level_map.passable(player_map_x - player_size_x, player_map_y, false))
player_fake_pos_x = area.left + player_size_x + 1;
else if (!level_map.passable(player_map_x + player_size_x, player_map_y, false))
player_fake_pos_x = area.right - player_size_x - 1;
if (!level_map.passable(player_map_x, player_map_y - player_size_y, false))
player_fake_pos_y = area.top + player_size_y + 1;
else if (!level_map.passable(player_map_x, player_map_y + player_size_y, false))
player_fake_pos_y = area.bottom - player_size_y - 1;
}
player_screen_x = player_fake_pos_x + adjust_x;
player_screen_y = player_fake_pos_y + adjust_y;
player.setPosition(player_screen_x - player_size_x, player_screen_y - player_size_y);
player_screen_x = player_map_x + adjust_x;
player_screen_y = player_map_y + adjust_y;
viewport.setCenter(player_screen_x, player_screen_y);
window.setView(viewport);
// Atualiza o frame de animacao do personagem
if (player_d == 'a')
{
if (++anim >= 34 * anim_frame_wait)
{
goal.setTexture(&all_textures[99]);
player.setSize(sf::Vector2f(all_textures[0].getSize().x, all_textures[0].getSize().y));
player_size_x = all_textures[0].getSize().x / 2;
player_size_y = all_textures[0].getSize().y / 2 - 1;
player_facing_left = false;
player_d = 'd';
anim = 0;
}
else
player.setTexture(&all_textures[65 + anim / anim_frame_wait], true);
}
else if (!landing && !sf::Mouse::isButtonPressed(sf::Mouse::Left))
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A) && !sf::Keyboard::isKeyPressed(sf::Keyboard::D) && (player_d == 'u' || player_d == 'd'))
{
if (player_d == 'd' && run_into_wall)
{
anim = 0;
player.setTexture(&all_textures[player_facing_left ? 100 : 0], true);
}
else
{
if (++anim >= 8 * anim_frame_wait)
anim = 0;
player_facing_left = true;
player.setTexture(&all_textures[((player_d == 'u') ? 110 : 101) + (anim / anim_frame_wait) % 8], true);
}
}
else if (!sf::Keyboard::isKeyPressed(sf::Keyboard::A) && sf::Keyboard::isKeyPressed(sf::Keyboard::D) && (player_d == 'u' || player_d == 'd'))
{
if (player_d == 'd' && run_into_wall)
{
anim = 0;
player.setTexture(&all_textures[player_facing_left ? 100 : 0], true);
}
else
{
if (++anim >= 8 * anim_frame_wait)
anim = 0;
player_facing_left = false;
player.setTexture(&all_textures[((player_d == 'u') ? 10 : 1) + (anim / anim_frame_wait) % 8], true);
}
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::W) && !sf::Keyboard::isKeyPressed(sf::Keyboard::S) && (player_d == 'l' || player_d == 'r'))
{
if (++anim >= 8 * anim_frame_wait)
anim = 0;
player.setTexture(&all_textures[((player_d == 'l') ? 119 : 19) + (anim / anim_frame_wait) % 8], true);
}
else if (!sf::Keyboard::isKeyPressed(sf::Keyboard::W) && sf::Keyboard::isKeyPressed(sf::Keyboard::S) && (player_d == 'l' || player_d == 'r'))
{
anim = 0;
player.setTexture(&all_textures[((player_d == 'l') ? 109 : 9)], true);
}
else if (player_d == 'd')
player.setTexture(&all_textures[(player_facing_left ? 100 : 0)], true);
}
else if (player_d == 'd' && jump_strength > 0)
player.setTexture(&all_textures[(player_facing_left ? 127 : 27)], true);
// Move e anima todos os guardas
dead = level_map.guardsMove(player_map_x, player_map_y, vy, dead);
for (i = 0; i < level_map.getNumberOfGuards(); i++)
guards[i].setTexture(&all_textures[level_map.guardAnim(i)]);
// Alinha o texto de acordo com a posicao do viewport
text.setPosition(viewport.getCenter().x - window_width / 2, viewport.getCenter().y - window_height / 2);
// Redesenha o conteudo da tela (mas nao atualiza)
window.clear();
window.draw(shape);
if (player_d != 'a')
window.draw(goal);
window.draw(player);
window.draw(text);
for (i = 0; i < guards.size(); i++)
{
int gx = level_map.getGuardX(i) + adjust_x - all_textures[48].getSize().x / 2;
int gy = level_map.getGuardY(i) + adjust_y - all_textures[48].getSize().y + 2;
guards[i].setPosition(gx, gy);
window.draw(guards[i]);
}
// Comeca o processo de calcular o salto caso caso o botao esquerdo do mouse esteja pressionado e o personagem nao esteja no ar
if (player_d != 'n' && sf::Mouse::isButtonPressed(sf::Mouse::Left))
{
// Correcao de problema com animacao de queda
landing = false;
// Ajusta o tamanho do retangulo do personagem para desenhar a textura
if (player_d == 'd')
{
player.setSize(sf::Vector2f(all_textures[27].getSize().x, all_textures[27].getSize().y));
player_size_x = all_textures[27].getSize().x / 2;
player_size_y = all_textures[27].getSize().y / 2 - 1;
}
// O salto ja comeca com uma forca inicial
if (jump_strength == 0)
jump_strength = jump_strength_start;
// O salto cresce apenas ate um limite determinado arbitrariamente
if (jump_strength < jump_strength_max)
jump_strength = min(jump_strength + ji, jump_strength_max);
// Sao realizados ajustes iniciais antes de desenhar a parabola com base na sua tangente
sf::Vector2i p = sf::Mouse::getPosition() - window.getPosition();
x = p.x - player_screen_x - (window_width / 2 - viewport.getCenter().x);
float y0 = p.y - player_screen_y - (window_height / 2 - viewport.getCenter().y);
float h = sqrt(x * x + y0 * y0);
jump_strength_calc = jump_strength;
if (h != 0) // Impede divisao por 0
{
// Prossegue com os calculos
if (h < k2)
jump_strength_calc = max((int) (jump_strength * h / k2), jump_strength_start);
float xt, yt, t, k4 = k3 * jump_strength_calc / jump_strength_max;
x /= (h / k2);
y0 /= (h / k2);
t = 1.0 / (jump_strength_calc * k0 / k2);
y = jump_strength_calc * k0 * t * y0 / k2 - k0 * k4 * k1 * t * t; // obs: nao sei o que k3 faz na equacao mas funciona
h = sqrt(x * x + y * y);
// So desenha a parabola caso ela nao va logo de cara contra uma parede
if (!(player_d == 'l' && x < 0 || player_d == 'r' && x > 0 || player_d == 'u' && y < 0 || player_d == 'd' && y > 0))
{
t = 0;
sf::RectangleShape r;
r.setSize(sf::Vector2f(5, 5));
r.setFillColor(sf::Color::Red);
vector<bool> old_pos_a = level_map.getPosA();
xt = player_fake_pos_x;
yt = player_fake_pos_y;
int xt_prev, yt_prev;
while (true)
{
// Impede divisao por 0
if (h == 0)
break;
for (i = 0; i < itr; i++)
{
t += ati;
// Guarda a posicao do ultimo ponto da parabola
xt_prev = xt;
yt_prev = yt;
// Calcula a posicao do proximo ponto da parabola
xt = player_fake_pos_x + jump_strength_calc * k0 * t * x / h;
yt = player_fake_pos_y + jump_strength_calc * k0 * t * y / h + k1 * t * t;
// Atualiza a animacao
player_facing_left = (xt - xt_prev < 0);
// Para de desenhar caso o trajeto seja impossivel
if (!level_map.passable(xt, yt, false) && !level_map.bumpGlass(xt_prev, yt_prev, xt, yt, false))
break;
// Atualiza a posicao para continuar o calculo do trajeto
level_map.updatePosA(xt, yt);
}
if (i < itr)
break;
// Desenha o ponto do trajeto
r.setPosition(xt + adjust_x, yt + adjust_y);
window.draw(r);
}
level_map.setPosA(old_pos_a);
}
}
}
// Executa o salto quando o botao esquerdo estiver solto
else if (jump_strength > 0)
{
float h = sqrt(x * x + y * y);
player_start_x = player_fake_pos_x;
player_start_y = player_fake_pos_y;
vx = jump_strength_calc * k0 * x / h;
vy = jump_strength_calc * k0 * y / h;
if (vx > 0)
player_facing_left = false;
else if (vx < 0)
player_facing_left = true;
if (player_d == 'l' && vx < 0)
{
vx = 0;
vy = 0;
}
else if (player_d == 'r' && vx > 0)
{
vx = 0;
vy = 0;
}
else if (player_d == 'u' && vy < 0)
{
vx = 0;
vy = 0;
}
else if (player_d == 'd' && vy > 0)
{
vx = 0;
vy = 0;
}
else
{
player_d = 'n';
player.setSize(sf::Vector2f(all_textures[27].getSize().x, all_textures[27].getSize().y));
player_size_x = all_textures[27].getSize().x / 2;
player_size_y = all_textures[27].getSize().y / 2 - 1;
}
if (vx == 0 && vy == 0)
{
player.setSize(sf::Vector2f(all_textures[0].getSize().x, all_textures[0].getSize().y));
player_size_x = all_textures[0].getSize().x / 2;
player_size_y = all_textures[0].getSize().y / 2;
}
else if (abs(x) > 3 * abs(y))
player.setTexture(&all_textures[(player_facing_left ? 130 : 30)], true);
else if (abs(y) > 3 * abs(x) && y < 0)
player.setTexture(&all_textures[(player_facing_left ? 128 : 28)], true);
else if (y > 0)
player.setTexture(&all_textures[(player_facing_left ? 131 : 31)], true);
else
player.setTexture(&all_textures[(player_facing_left ? 129 : 29)], true);
jump_strength = 0;
}
// Atualiza a tela com o que foi desenhado na ultima iteracao
window.display();
}
return 0;
}