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bMorgan01 2021-04-27 14:42:08 -06:00
commit 065d543d4d
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.idea
cmake-build-debug/

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//
// Created by Benjamin on 4/23/2021.
//
#ifndef SFML_TEMPLATE_BEAM_H
#define SFML_TEMPLATE_BEAM_H
class Beam : public Shootable {
public:
Beam(const sf::Texture& texture, const sf::IntRect &rect, double scale, int rows, int cols, int xOffset, int yOffset, int frameDelay, double damage, double _range) : Shootable(texture, rect, scale, rows, cols, xOffset, yOffset, frameDelay, damage) {
lifetime = 1;
range = _range;
}
};
#endif //SFML_TEMPLATE_BEAM_H

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//
// Created by Benjamin on 4/23/2021.
//
#ifndef SFML_TEMPLATE_BEAMWEAPON_H
#define SFML_TEMPLATE_BEAMWEAPON_H
#include "Beam.h"
class BeamWeapon : public Weapon {
private:
int duration;
int framesShot = 0;
public:
BeamWeapon(Beam _proj, int _duration, int frameDelay) : Weapon(frameDelay) {
projectile = std::move(_proj);
duration = _duration;
}
Shootable* shoot(const Ship* shooter) {
framesShot++;
if (framesShot == duration) {
framesShot = 0;
currentFrame = 0;
}
projectile.setShooter((GameSprite *) shooter);
double newWidth = shooter->getTarget() == nullptr ? projectile.getRange() : GameSprite::distance(shooter->getPosition(), shooter->getTarget()->getPosition());
projectile.setTextureRect(sf::IntRect(projectile.getTextureRect().left, projectile.getTextureRect().top, newWidth > projectile.getRange() ? projectile.getRange() * (1/projectile.getScale().x) : newWidth * (1/projectile.getScale().x), projectile.getTextureRect().height));
projectile.setOrigin(0, projectile.getLocalBounds().height/2);
projectile.setDirection(shooter->getTarget() == nullptr ? shooter->getDirection() : -GameSprite::getAimAngle(shooter->getTarget()->getPosition(), shooter->getPosition()));
projectile.setPosition(shooter->getPosition());
return new Shootable(projectile);
}
};
#endif //SFML_TEMPLATE_BEAMWEAPON_H

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cmake_minimum_required(VERSION 3.12)
project(SFML_Template)
set(CMAKE_CXX_STANDARD 14)
include_directories("D:/Program Files/mingw64/include")
add_executable(SFML_Template main.cpp Game.cpp Game.h GameSprite.cpp GameSprite.h Ship.cpp Ship.h System.cpp System.h Planet.cpp Planet.h Collision.cpp Collision.h Menu.cpp Menu.h)
target_link_directories(SFML_Template PUBLIC "D:/Program Files/mingw64/lib")
target_link_libraries(SFML_Template sfml-graphics sfml-system sfml-window sfml-audio)

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//
// Created by benmo on 3/26/2020.
//
#ifndef SFML_TEMPLATE_COMSHIP_H
#define SFML_TEMPLATE_COMSHIP_H
#include <random>
#include <iostream>
#include "System.h"
#include "Ship.h"
#include <float.h>
class COMShip : public Ship {
public:
enum Status {
ROLL, MOVING, WARPING, ATTACKING
};
private:
sf::Vector2f destination;
int ticksSinceLast = 0, landing = -9999;
float targetVelo;
std::string name;
int playerReputation;
Status status = ROLL;
public:
COMShip(const sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float accelRate, float maxVelocity, float direction, float turnRate, int maxFuel, int maxHull, int cargo, int passengers, std::string _name, int playerRep) : Ship(texture, scale, xPos, yPos, velocity, maxVelocity, direction, turnRate, maxFuel, maxHull, cargo, passengers) {
destination = sf::Vector2f(xPos + 1, yPos + 1);
spritePhysics.acceleration = accelRate;
playerReputation = playerRep;
name = std::move(_name);
};
template< class RNG >
Status pathfind(const sf::RenderWindow &window, RNG &gen, System *loc, Ship* player, std::vector<Shootable*> &projectiles) {
if (status != ATTACKING && isHostile()) {
setTarget(player);
status = ATTACKING;
}
if (status == ROLL) {
rollPosition(window, gen);
}
if (status == ATTACKING) {
if (target != nullptr) {
dogFight(getShortestWeaponRange(), target);
shoot(projectiles);
} else {
status = MOVING;
}
}
if (status == MOVING) {
approachTargetVelocity();
turnTowardsTarget();
ticksSinceLast++;
if (ticksSinceLast > 2000) std::cout << "likely loop" << std::endl;
if (distance(destination, getPosition()) > 4000) std::cout << "Out of bounds" << std::endl;
else if (distance(destination, getPosition()) <(180 * targetVelo) / (GameSprite::PI * getTurnRate()) * 1.1)
status = ROLL;
}
return status;
}
void dogFight(double dist, Ship *target) {
destination = target->getPosition();
if (distance(getPosition(), target->getPosition()) > dist) targetVelo = spritePhysics.maxVelocity;
else targetVelo = target->getVelocity();
turnTowardsTarget();
approachTargetVelocity();
}
double getShortestWeaponRange() {
double smallest = DBL_MAX;
for (Weapon *w : weapons) {
if (w->getProjectile().getRange() < smallest) {
smallest = w->getProjectile().getRange() == 0 ? smallest : w->getProjectile().getRange();
}
}
return smallest == DBL_MAX ? -1 : smallest;
}
void turnTowardsTarget() {
double targetAngle = -getAimAngle(destination, getPosition());
double changeAngle = abs(spritePhysics.direction - targetAngle);
if (changeAngle > 180) changeAngle = abs(changeAngle - 360);
if (changeAngle > getTurnRate()) changeAngle = getTurnRate();
if (abs(spritePhysics.direction - targetAngle) <= 180) turn(spritePhysics.direction - targetAngle > 0 ? changeAngle : -changeAngle);
else turn(spritePhysics.direction - targetAngle > 0 ? -changeAngle : changeAngle);
}
void approachTargetVelocity() {
if (getVelocity() > targetVelo) accelerate(
abs(spritePhysics.velocity - targetVelo) > spritePhysics.acceleration ? -spritePhysics.acceleration : -abs(
spritePhysics.velocity - targetVelo));
else if (getVelocity() < targetVelo) accelerate(
abs(spritePhysics.velocity - targetVelo) > spritePhysics.acceleration ? spritePhysics.acceleration : abs(
spritePhysics.velocity - targetVelo));
}
template<class RNG>
void rollPosition(const sf::RenderWindow &window, RNG &gen) {
std::uniform_int_distribution<int> roll;
roll = std::uniform_int_distribution<int>(0, 100);
if (roll(gen) == 50) {
status = WARPING;
return;
}
else status = MOVING;
roll = std::uniform_int_distribution<int>(-1500, 1500);
do {
int randXPos = roll(gen);
int randYPos = roll(gen);
destination = sf::Vector2f((int) window.getSize().x / 2.0 + randXPos,
(int) window.getSize().y / 2.0 + randYPos);
roll = std::uniform_int_distribution<int>(4, 6);
targetVelo = spritePhysics.maxVelocity / roll(gen);
} while (distance(destination, getPosition()) < (180 * targetVelo) / (PI * getTurnRate()) * 1.1);
ticksSinceLast = 0;
}
int getPlayerRep() const {
return playerReputation;
}
void setPlayerRep(int playerRep) {
playerReputation = playerRep;
}
bool isFriendly() const {
return playerReputation >= Game::FRIENDLY_LOW;
}
bool isNeutral() const {
return playerReputation >= Game::NUETRAL_LOW && playerReputation <= Game::NUETRAL_HIGH;
}
bool isHostile() const {
return playerReputation <= Game::HOSTILE_HIGH;
}
std::string getName() {
return name;
}
};
#endif //SFML_TEMPLATE_COMSHIP_H

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/*
* File: collision.cpp
* Author: Nick (original version), ahnonay (SFML2 compatibility)
*/
#include <map>
#include "Collision.h"
namespace Collision
{
class BitmaskManager
{
public:
~BitmaskManager() {
std::map<const sf::Texture*, sf::Uint8*>::const_iterator end = Bitmasks.end();
for (std::map<const sf::Texture*, sf::Uint8*>::const_iterator iter = Bitmasks.begin(); iter!=end; iter++)
delete [] iter->second;
}
sf::Uint8 GetPixel (const sf::Uint8* mask, const sf::Texture* tex, unsigned int x, unsigned int y) {
if (x>tex->getSize().x||y>tex->getSize().y)
return 0;
return mask[x+y*tex->getSize().x];
}
sf::Uint8* GetMask (const sf::Texture* tex) {
sf::Uint8* mask;
std::map<const sf::Texture*, sf::Uint8*>::iterator pair = Bitmasks.find(tex);
if (pair==Bitmasks.end())
{
sf::Image img = tex->copyToImage();
mask = CreateMask (tex, img);
}
else
mask = pair->second;
return mask;
}
sf::Uint8* CreateMask (const sf::Texture* tex, const sf::Image& img) {
sf::Uint8* mask = new sf::Uint8[tex->getSize().y*tex->getSize().x];
for (unsigned int y = 0; y<tex->getSize().y; y++)
{
for (unsigned int x = 0; x<tex->getSize().x; x++)
mask[x+y*tex->getSize().x] = img.getPixel(x,y).a;
}
Bitmasks.insert(std::pair<const sf::Texture*, sf::Uint8*>(tex,mask));
return mask;
}
private:
std::map<const sf::Texture*, sf::Uint8*> Bitmasks;
};
BitmaskManager Bitmasks;
bool PixelPerfectTest(const sf::Sprite& Object1, const sf::Sprite& Object2, sf::Uint8 AlphaLimit) {
sf::FloatRect Intersection;
if (Object1.getGlobalBounds().intersects(Object2.getGlobalBounds(), Intersection)) {
sf::IntRect O1SubRect = Object1.getTextureRect();
sf::IntRect O2SubRect = Object2.getTextureRect();
sf::Uint8* mask1 = Bitmasks.GetMask(Object1.getTexture());
sf::Uint8* mask2 = Bitmasks.GetMask(Object2.getTexture());
// Loop through our pixels
for (int i = Intersection.left; i < Intersection.left+Intersection.width; i++) {
for (int j = Intersection.top; j < Intersection.top+Intersection.height; j++) {
sf::Vector2f o1v = Object1.getInverseTransform().transformPoint(i, j);
sf::Vector2f o2v = Object2.getInverseTransform().transformPoint(i, j);
// Make sure pixels fall within the sprite's subrect
if (o1v.x > 0 && o1v.y > 0 && o2v.x > 0 && o2v.y > 0 &&
o1v.x < O1SubRect.width && o1v.y < O1SubRect.height &&
o2v.x < O2SubRect.width && o2v.y < O2SubRect.height) {
if (Bitmasks.GetPixel(mask1, Object1.getTexture(), (int)(o1v.x)+O1SubRect.left, (int)(o1v.y)+O1SubRect.top) > AlphaLimit &&
Bitmasks.GetPixel(mask2, Object2.getTexture(), (int)(o2v.x)+O2SubRect.left, (int)(o2v.y)+O2SubRect.top) > AlphaLimit)
return true;
}
}
}
}
return false;
}
bool CreateTextureAndBitmask(sf::Texture &LoadInto, const std::string& Filename)
{
sf::Image img;
if (!img.loadFromFile(Filename))
return false;
if (!LoadInto.loadFromImage(img))
return false;
Bitmasks.CreateMask(&LoadInto, img);
return true;
}
sf::Vector2f GetSpriteCenter (const sf::Sprite& Object)
{
sf::FloatRect AABB = Object.getGlobalBounds();
return sf::Vector2f (AABB.left+AABB.width/2.f, AABB.top+AABB.height/2.f);
}
sf::Vector2f GetSpriteSize (const sf::Sprite& Object)
{
sf::IntRect OriginalSize = Object.getTextureRect();
sf::Vector2f Scale = Object.getScale();
return sf::Vector2f (OriginalSize.width*Scale.x, OriginalSize.height*Scale.y);
}
bool CircleTest(const sf::Sprite& Object1, const sf::Sprite& Object2) {
sf::Vector2f Obj1Size = GetSpriteSize(Object1);
sf::Vector2f Obj2Size = GetSpriteSize(Object2);
float Radius1 = (Obj1Size.x + Obj1Size.y) / 4;
float Radius2 = (Obj2Size.x + Obj2Size.y) / 4;
sf::Vector2f Distance = GetSpriteCenter(Object1)-GetSpriteCenter(Object2);
return (Distance.x * Distance.x + Distance.y * Distance.y <= (Radius1 + Radius2) * (Radius1 + Radius2));
}
class OrientedBoundingBox // Used in the BoundingBoxTest
{
public:
OrientedBoundingBox (const sf::Sprite& Object) // Calculate the four points of the OBB from a transformed (scaled, rotated...) sprite
{
sf::Transform trans = Object.getTransform();
sf::IntRect local = Object.getTextureRect();
Points[0] = trans.transformPoint(0.f, 0.f);
Points[1] = trans.transformPoint(local.width, 0.f);
Points[2] = trans.transformPoint(local.width, local.height);
Points[3] = trans.transformPoint(0.f, local.height);
}
sf::Vector2f Points[4];
void ProjectOntoAxis (const sf::Vector2f& Axis, float& Min, float& Max) // Project all four points of the OBB onto the given axis and return the dotproducts of the two outermost points
{
Min = (Points[0].x*Axis.x+Points[0].y*Axis.y);
Max = Min;
for (int j = 1; j<4; j++)
{
float Projection = (Points[j].x*Axis.x+Points[j].y*Axis.y);
if (Projection<Min)
Min=Projection;
if (Projection>Max)
Max=Projection;
}
}
};
bool BoundingBoxTest(const sf::Sprite& Object1, const sf::Sprite& Object2) {
OrientedBoundingBox OBB1 (Object1);
OrientedBoundingBox OBB2 (Object2);
// Create the four distinct axes that are perpendicular to the edges of the two rectangles
sf::Vector2f Axes[4] = {
sf::Vector2f (OBB1.Points[1].x-OBB1.Points[0].x,
OBB1.Points[1].y-OBB1.Points[0].y),
sf::Vector2f (OBB1.Points[1].x-OBB1.Points[2].x,
OBB1.Points[1].y-OBB1.Points[2].y),
sf::Vector2f (OBB2.Points[0].x-OBB2.Points[3].x,
OBB2.Points[0].y-OBB2.Points[3].y),
sf::Vector2f (OBB2.Points[0].x-OBB2.Points[1].x,
OBB2.Points[0].y-OBB2.Points[1].y)
};
for (int i = 0; i<4; i++) // For each axis...
{
float MinOBB1, MaxOBB1, MinOBB2, MaxOBB2;
// ... project the points of both OBBs onto the axis ...
OBB1.ProjectOntoAxis(Axes[i], MinOBB1, MaxOBB1);
OBB2.ProjectOntoAxis(Axes[i], MinOBB2, MaxOBB2);
// ... and check whether the outermost projected points of both OBBs overlap.
// If this is not the case, the Separating Axis Theorem states that there can be no collision between the rectangles
if (!((MinOBB2<=MaxOBB1)&&(MaxOBB2>=MinOBB1)))
return false;
}
return true;
}
}

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/*
* File: collision.h
* Authors: Nick Koirala (original version), ahnonay (SFML2 compatibility)
*
* Collision Detection and handling class
* For SFML2.
Notice from the original version:
(c) 2009 - LittleMonkey Ltd
This software is provided 'as-is', without any express or
implied warranty. In no event will the authors be held
liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute
it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented;
you must not claim that you wrote the original software.
If you use this software in a product, an acknowledgment
in the product documentation would be appreciated but
is not required.
2. Altered source versions must be plainly marked as such,
and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any
source distribution.
*
* Created on 30 January 2009, 11:02
*/
#ifndef SFML_TEMPLATE_COLLISION_H
#define SFML_TEMPLATE_COLLISION_H
#include <SFML\Graphics.hpp>
namespace Collision {
//////
/// Test for a collision between two sprites by comparing the alpha values of overlapping pixels
/// Supports scaling and rotation
/// AlphaLimit: The threshold at which a pixel becomes "solid". If AlphaLimit is 127, a pixel with
/// alpha value 128 will cause a collision and a pixel with alpha value 126 will not.
///
/// This functions creates bitmasks of the textures of the two sprites by
/// downloading the textures from the graphics card to memory -> SLOW!
/// You can avoid this by using the "CreateTextureAndBitmask" function
//////
bool PixelPerfectTest(const sf::Sprite& Object1 ,const sf::Sprite& Object2, sf::Uint8 AlphaLimit = 0);
//////
/// Replaces Texture::loadFromFile
/// Load an imagefile into the given texture and create a bitmask for it
/// This is much faster than creating the bitmask for a texture on the first run of "PixelPerfectTest"
///
/// The function returns false if the file could not be opened for some reason
//////
bool CreateTextureAndBitmask(sf::Texture &LoadInto, const std::string& Filename);
//////
/// Test for collision using circle collision dection
/// Radius is averaged from the dimensions of the sprite so
/// roughly circular objects will be much more accurate
//////
bool CircleTest(const sf::Sprite& Object1, const sf::Sprite& Object2);
//////
/// Test for bounding box collision using the Separating Axis Theorem
/// Supports scaling and rotation
//////
bool BoundingBoxTest(const sf::Sprite& Object1, const sf::Sprite& Object2);
}
#endif //SFML_TEMPLATE_COLLISION_H

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//
// Created by benmo on 5/7/2020.
//
#ifndef SFML_TEMPLATE_EXPLORE_H
#define SFML_TEMPLATE_EXPLORE_H
#include <string>
#include <utility>
class Explore {
private:
std::string type, message;
int moneyHigh, moneyLow, prestigeHigh, prestigeLow;
public:
Explore(std::string _type, std::string msg, int _moneyLow = 0, int _moneyHigh = 0, int _prestigeLow = 0, int _prestigeHigh = 0) {
message = std::move(msg);
type = _type;
moneyHigh = _moneyHigh;
moneyLow = _moneyLow;
prestigeHigh = _prestigeHigh;
prestigeLow = _prestigeLow;
}
std::string getMessage() {
return message;
}
};
#endif //SFML_TEMPLATE_EXPLORE_H

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//
// Created by benmo on 2/14/2020.
//
#ifndef SFML_TEMPLATE_GAME_H
#define SFML_TEMPLATE_GAME_H
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include "GameSprite.h"
#include "Ship.h"
class Game {
private:
void init();
bool playedBip = false, playedErr = false, soundOn = true, musicOn = true;
sf::SoundBuffer bip;
sf::Sound bipSound;
sf::SoundBuffer err;
sf::Sound errSound;
sf::Texture loadingBarEmpty;
sf::Texture loadingBarFull;
sf::Font oxan;
std::vector<std::string> abstractNounNameComponents;
std::vector<std::string> adjectiveNameComponents;
std::vector<std::string> animalNameComponents;
std::vector<std::string> standaloneNameNameComponents;
std::vector<std::string> femaleNameNameComponents;
std::vector<std::string> femaleTitleNameComponents;
std::vector<std::string> neutralTitleNameComponents;
std::vector<std::string> maleNameNameComponents;
std::vector<std::string> maleTitleNameComponents;
std::vector<std::string> nounNameComponents;
std::vector<std::string> numberNameComponents;
std::vector<std::string> craftNameNameComponents;
//update total
int totalTextures = 195;
int loadedTextures = 0;
void playBip();
void playErr();
void readNameComponents();
template<class RNG >
std::string generateName(RNG &gen);
void updateLoader(sf::RenderWindow &window, const std::string& msg);
public:
const static int FRIENDLY_LOW = 100, NUETRAL_HIGH = 99, NUETRAL_LOW = 0, HOSTILE_HIGH = -1;
Game(bool _soundOn, bool _musicOn) {
soundOn = _soundOn;
musicOn = _musicOn;
init();
}
};
#endif //SFML_TEMPLATE_GAME_H

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#include <iostream>
#include "GameSprite.h"
void GameSprite::init() {
spritePhysics.velocity = 0;
spritePhysics.xPos = 0;
spritePhysics.yPos = 0;
spritePhysics.direction = 0;
setOrigin(getGlobalBounds().width/2,getGlobalBounds().height/2);
}
GameSprite::GameSprite() : sf::Sprite() {
init();
}
GameSprite::GameSprite(const sf::Texture &texture) : sf::Sprite(texture) {
init();
}
GameSprite::GameSprite(const sf::Texture &texture, float scale) : sf::Sprite(texture) {
init();
setScale(scale/100, scale/100);
}
GameSprite::GameSprite(const sf::Texture &texture, const sf::IntRect &rectangle) : sf::Sprite(texture, rectangle) {
init();
}
GameSprite::GameSprite(const sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float direction) : sf::Sprite(texture) {
spritePhysics.velocity = velocity;
spritePhysics.xPos = xPos;
spritePhysics.yPos = yPos;
spritePhysics.direction = direction;
setOrigin(getGlobalBounds().width/2,getGlobalBounds().height/2);
setScale(scale/100, scale/100);
setPosition(spritePhysics.xPos,spritePhysics.yPos);
setRotation(direction);
}
GameSprite::GameSprite(const sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float maxVelocity, float direction) : GameSprite(texture, scale, xPos, yPos, velocity, direction) {
spritePhysics.maxVelocity = maxVelocity;
}
GameSprite::GameSprite(const sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float maxVelocity, float direction, float rotVelocity, float maxRotVelocity) : GameSprite(texture, scale, xPos, yPos, velocity, maxVelocity, direction) {
spritePhysics.rotVelocity = rotVelocity;
spritePhysics.maxRotVelocity = maxRotVelocity;
}
GameSprite::GameSprite(const sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float acceleration, float maxVelocity, float direction, float rotVelocity, float rotAcceleration, float maxRotVelocity) : GameSprite(texture, scale, xPos, yPos, velocity, maxVelocity, direction, rotVelocity, maxRotVelocity) {
spritePhysics.acceleration = acceleration;
spritePhysics.rotAcceleration = rotAcceleration;
}
GameSprite::GameSprite(const sf::Texture &texture, const sf::IntRect &rect, int _rows, int _cols, int _xOffset, int _yOffset, int _frameDelay) : GameSprite(texture, rect) {
rows = _rows;
cols = _cols;
xOffset = _xOffset;
yOffset = _yOffset;
frameDelay = _frameDelay;
initRect = rect;
isAnimated = true;
}
void GameSprite::update() {
framesAlive++;
if (isAnimated) updateAnimation();
calculateNewPosition();
calculateNewDirection();
setPosition(spritePhysics.xPos, spritePhysics.yPos);
setRotation(-spritePhysics.direction);
}
void GameSprite::nextTexture() {
currentCol++;
if (currentCol == cols) {
currentCol = 0;
currentRow++;
if (currentRow == rows) {
currentRow = 0;
}
}
sf::IntRect newRect(initRect.left + xOffset * currentCol, initRect.top + yOffset * currentRow, initRect.width, initRect.height);
setTextureRect(newRect);
}
void GameSprite::updateAnimation(bool override) {
currentFrame++;
if (override) {
nextTexture();
currentFrame = 0;
} else {
if (currentFrame == frameDelay) {
nextTexture();
currentFrame = 0;
}
}
}
void GameSprite::calculateNewDirection() {
spritePhysics.direction -= spritePhysics.rotVelocity;
spritePhysics.direction = fmod(spritePhysics.direction, 360);
if (spritePhysics.direction < 0)
spritePhysics.direction += 360;
}
void GameSprite::calculateNewPosition() {
spritePhysics.xPos += cos(spritePhysics.direction * (PI / 180)) * spritePhysics.velocity;
spritePhysics.yPos += -(sin(spritePhysics.direction * (PI / 180)) * spritePhysics.velocity);
}
void GameSprite::accelerate(float override, bool ignoreMax) {
if (override != 0) spritePhysics.velocity += override;
else spritePhysics.velocity += spritePhysics.acceleration;
if (!ignoreMax && std::abs(spritePhysics.velocity) > spritePhysics.maxVelocity) spritePhysics.velocity = spritePhysics.velocity > 0 ? spritePhysics.maxVelocity : -spritePhysics.maxVelocity;
}
void GameSprite::rotAccel(float override, bool ignoreMax) {
if (override != 0) spritePhysics.rotVelocity += override;
else spritePhysics.rotVelocity += spritePhysics.rotAcceleration;
if (!ignoreMax && spritePhysics.rotVelocity > spritePhysics.maxRotVelocity) spritePhysics.rotVelocity = spritePhysics.maxRotVelocity;
else if (!ignoreMax && -spritePhysics.rotVelocity > spritePhysics.maxRotVelocity) spritePhysics.rotVelocity = -spritePhysics.maxRotVelocity;
}
void GameSprite::turn(float degrees) {
spritePhysics.direction -= degrees;
setRotation(-spritePhysics.direction);
}
float GameSprite::getXPos() const {
return spritePhysics.xPos;
}
float GameSprite::getYPos() const {
return spritePhysics.yPos;
}
void GameSprite::setPosition(float xPos, float yPos) {
spritePhysics.xPos = xPos;
spritePhysics.yPos = yPos;
sf::Sprite::setPosition(sf::Vector2f(xPos, yPos));
}
void GameSprite::setPosition(const sf::Vector2f &vec) {
spritePhysics.xPos = vec.x;
spritePhysics.yPos = vec.y;
sf::Sprite::setPosition(vec);
}
float GameSprite::getDirection() const {
return spritePhysics.direction;
}
void GameSprite::setDirection(float angle) {
spritePhysics.direction = angle;
setRotation(-angle);
}
void GameSprite::setVelocity(float velo) {
spritePhysics.velocity = velo;
}
float GameSprite::getVelocity() const {
return spritePhysics.velocity;
}
double GameSprite::getAimAngle(const Sprite& b, const Sprite& a) {
return getAimAngle(b.getPosition(), a.getPosition());
}
double GameSprite::getAimAngle(sf::Vector2f b, sf::Vector2f a) {
double dx = b.x - a.x;
double dy = b.y - a.y;
double targetAngle = -((atan2(dy, dx)) * 180 / GameSprite::PI);
targetAngle = fmod(targetAngle, 360);
if (targetAngle < 0)
targetAngle += 360;
return -targetAngle;
}
int GameSprite::getFramesAlive() const {
return framesAlive;
}
bool GameSprite::isPastLifetime() const {
return lifetime != INFINITE && framesAlive >= lifetime;
}
int GameSprite::getLifetime() const {
return lifetime;
}

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//
// Created by benmo on 2/14/2020.
//
#ifndef SFML_TEMPLATE_SPRITE_H
#define SFML_TEMPLATE_SPRITE_H
#include <string>
#include <SFML/Graphics.hpp>
#include <cmath>
#ifndef INFINITE
#define INFINITE -1
#endif
#ifdef VISIBLE
#define VISIBLE -2
#endif
class GameSprite: public sf::Sprite{
protected:
struct Physics {
float velocity, direction, acceleration, maxVelocity;
float rotVelocity, rotAcceleration, maxRotVelocity;
float xPos, yPos;
};
Physics spritePhysics{};
bool isAnimated = false;
int currentFrame = 0, frameDelay = 0, currentRow = 0, currentCol = 0, rows, cols, xOffset, yOffset;
sf::IntRect initRect;
int lifetime = INFINITE;
int framesAlive = 0;
void nextTexture();
public:
constexpr static const double PI = 3.1415926;
static double distance(sf::Vector2f pos1, sf::Vector2f pos2) {
return sqrt(pow(pos2.x - pos1.x, 2) + pow(pos2.y - pos1.y, 2));
}
/*
* Contructors
*/
GameSprite();
explicit GameSprite(const sf::Texture &texture);
GameSprite(const sf::Texture &texture, float scale);
GameSprite(const sf::Texture &texture, const sf::IntRect &rectangle);
GameSprite(const sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float direction);
GameSprite(const sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float maxVelocity, float direction, float rotVelocity, float maxRotVelocity);
GameSprite(const sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float acceleration, float maxVelocity, float direction, float rotVelocity, float rotAcceleration, float maxRotVelocity);
GameSprite(const sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float maxVelocity, float direction);
GameSprite(const sf::Texture& texture, const sf::IntRect &rect, int _rows, int _cols, int _xOffset, int _yOffset, int frameDelay);
void init();
/**
* Updates sprite's position, direction, velocities, etc. every tick based on its Physics struct
*/
void update();
void updateAnimation(bool override = false);
/*
* Helper functions for update()
*/
void calculateNewDirection();
void calculateNewPosition();
/**
* Accelerates ship by acceleration stat, can be overridden
* @param override - Used to override acceleration stat default 0
* @param ignoreMax - When false, maximum velocity will be honored when calculating new velocity default false
*/
void accelerate(float override = 0, bool ignoreMax = false);
/**
* Accelerates ship rotationally by rotational acceleration stat, can be overridden
* @param override - Used to override acceleration stat default 0
* @param ignoreMax - When false, maximum rotational velocity will be honored when calculating new velocity default false
*/
void rotAccel(float override = 0, bool ignoreMax = false);
void turn(float degrees);
float getXPos() const;
float getYPos() const;
void setPosition(float xPos, float yPos);
void setPosition(const sf::Vector2f &vec);
float getDirection() const;
void setDirection(float angle);
void setVelocity(float velo);
float getVelocity() const;
static double getAimAngle(const Sprite& b, const Sprite& a);
static double getAimAngle(sf::Vector2f b, sf::Vector2f a);
int getFramesAlive() const;
bool isPastLifetime() const;
int getLifetime() const;
};
#endif //SFML_TEMPLATE_SPRITE_H

674
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permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

450
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//
// Created by benmo on 2/20/2020.
//
#include <iostream>
#include <windows.h>
#include <shellapi.h>
#include <winuser.h>
#include "Menu.h"
#include "GameSprite.h"
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <SFML/Audio.hpp>
int Menu::init() {
const int MENU = 0, CREDITS = 1;
int screen = MENU;
std::vector<GameSprite*> buttons;
std::vector<sf::Text*> text;
std::vector<sf::Text*> credits;
std::vector<sf::Sprite*> creditsGUI;
sf::RenderWindow window( sf::VideoMode(1240, 640), "Star Captain" );
sf::View mainView;
mainView.setCenter(window.getSize().x/(float)2.0, window.getSize().y/(float)2.0);
mainView.setSize(window.getSize().x, window.getSize().y);
window.setView(mainView);
window.setPosition(sf::Vector2i(window.getPosition().x, window.getPosition().y - 20));
/*************************************************
* File Input && Processing
*************************************************/
sf::Font sk;
sk.loadFromFile("./data/Fonts/Sk.ttf");
sf::Font skME;
skME.loadFromFile("./data/Fonts/SKoME.ttf");
sf::Font xolo;
xolo.loadFromFile("./data/Fonts/Xolonium-Bold.ttf");
sf::Font monkirta;
monkirta.loadFromFile("./data/Fonts/Monkirta Pursuit NC.ttf");
sf::Font oxan;
oxan.loadFromFile("./data/Fonts/Oxanium-Light.ttf");
sf::Texture back;
back.loadFromFile("./data/Gui/space.png");
back.setRepeated(true);
sf::Texture button;
button.loadFromFile("./data/Gui/button.png");
sf::Texture box;
box.loadFromFile("./data/Gui/window.png");
sf::Texture boxSm;
boxSm.loadFromFile("./data/Gui/windowSm.png");
sf::Texture cloud;
cloud.loadFromFile("./data/Gui/cloud.png");
sf::Texture leftArrow;
leftArrow.loadFromFile("./data/Gui/Backward_BTN.png");
sf::Texture soundBTN;
soundBTN.loadFromFile("./data/Gui/Sound.png");
sf::Texture musicBTN;
musicBTN.loadFromFile("./data/Gui/Music.png");
sf::Music menuLoop;
menuLoop.openFromFile("./data/Sounds/Menu Loop.wav");
menuLoop.setLoop(true);
menuLoop.play();
bip.loadFromFile("./data/Sounds/rollover.wav");
/*************************************************
* Object Initialization
*************************************************/
//Background pan sprite
sf::Sprite background(back);
sf::FloatRect fBounds(mainView.getCenter().x, mainView.getCenter().y, background.getTexture()->getSize().x * 3, background.getTexture()->getSize().y * 3);
sf::IntRect iBounds(fBounds);
background.setTextureRect(iBounds);
background.setPosition(mainView.getCenter());
background.setOrigin(iBounds.width/(float)2.0,iBounds.height/(float)2.0);
//Sound settings
GameSprite soundButton(soundBTN, 25, 35, 37, 0, 0);
GameSprite musicButton(musicBTN, 25, soundButton.getXPos() + soundButton.getGlobalBounds().width, soundButton.getYPos(), 0, 0);
//Title text
sf::Text title("Star Captain", skME, 90);
title.setPosition(mainView.getCenter().x, mainView.getCenter().y - window.getSize().y / (float)3.0);
title.setFillColor(sf::Color::White);
title.setLetterSpacing(title.getLetterSpacing() + (float)0.5);
title.setOrigin(title.getGlobalBounds().width/(float)2.0, title.getGlobalBounds().height/(float)2.0);
//Start button & text
GameSprite startButton(button, 55);
startButton.setPosition(mainView.getCenter().x, mainView.getCenter().y - window.getSize().y / (float)12.0);
//default button color
sf::Color defButtonColor = startButton.getColor();
sf::Text startText("Start", sk, 28);
startText.setPosition(startButton.getPosition().x, startButton.getPosition().y - 7);
startText.setFillColor(sf::Color(0,0,0,0));
startText.setOutlineColor(sf::Color::White);
startText.setOutlineThickness(1);
startText.setLetterSpacing(startText.getLetterSpacing() + 1);
startText.setOrigin(startText.getLocalBounds().width/2, startText.getLocalBounds().height/2);
//Credits button & text
GameSprite creditsButton(button, 55);
creditsButton.setPosition(mainView.getCenter().x, mainView.getCenter().y);
sf::Text creditsText("Credits", sk, 28);
creditsText.setPosition(creditsButton.getPosition().x, creditsButton.getPosition().y - 6);
creditsText.setFillColor(sf::Color(0,0,0,0));
creditsText.setOutlineColor(sf::Color::White);
creditsText.setOutlineThickness(1);
creditsText.setLetterSpacing(creditsText.getLetterSpacing() + 1);
creditsText.setOrigin(creditsText.getLocalBounds().width/2, creditsText.getLocalBounds().height/2);
//Exit button & text
GameSprite exitButton(button, 55);
exitButton.setPosition(mainView.getCenter().x, mainView.getCenter().y + window.getSize().y / (float)12.0);
sf::Text exitText("Exit", sk, 28);
exitText.setPosition(mainView.getCenter().x, exitButton.getPosition().y - 6);
exitText.setFillColor(sf::Color(0,0,0,0));
exitText.setOutlineColor(sf::Color::White);
exitText.setOutlineThickness(1);
exitText.setLetterSpacing(exitText.getLetterSpacing() + 1);
exitText.setOrigin(exitText.getLocalBounds().width/2, exitText.getLocalBounds().height/2);
buttons.push_back(&startButton);
buttons.push_back(&creditsButton);
buttons.push_back(&exitButton);
text.push_back(&startText);
text.push_back(&creditsText);
text.push_back(&exitText);
//Credits
sf::Text creditsTitle("Credits + Resources", sk, 70);
creditsTitle.setPosition(mainView.getCenter().x, window.getSize().y / (float)14.0);
creditsTitle.setFillColor(sf::Color::White);
creditsTitle.setOrigin(creditsTitle.getGlobalBounds().width/2, creditsTitle.getGlobalBounds().height/2);
//Credits box
sf::Text credsTitle("Credits", xolo, 28);
credsTitle.setOrigin(credsTitle.getGlobalBounds().width/2, credsTitle.getGlobalBounds().height/2);
credsTitle.setPosition(mainView.getSize().x/(float)5.1, mainView.getSize().y/2 + mainView.getSize().y/22);
credsTitle.setFillColor(sf::Color::White);
sf::Text music("River Schreckengost - ", monkirta, 20);
music.setOrigin(music.getGlobalBounds().width/2, music.getGlobalBounds().height/2);
music.setPosition(mainView.getSize().x/(float)5.8, mainView.getSize().y/(float)2 + mainView.getSize().y/(float)8.5);
music.setFillColor(sf::Color::White);
sf::Text musicText("Music", oxan, 15);
musicText.setPosition(mainView.getSize().x/(float)5.8 + music.getGlobalBounds().width/2, mainView.getSize().y/(float)2 + mainView.getSize().y/(float)8.925);
musicText.setFillColor(sf::Color::White);
sf::Text musicLabel("Instagram - ", monkirta, 15);
musicLabel.setPosition(mainView.getSize().x/(float)11.5, mainView.getSize().y/(float)2 + mainView.getSize().y/(float)7.3);
musicLabel.setFillColor(sf::Color::White);
sf::Text musicText0("@river.schreck", oxan, 12);
musicText0.setPosition(mainView.getSize().x/(float)11.5 + musicLabel.getGlobalBounds().width, mainView.getSize().y/(float)2 + mainView.getSize().y/(float)7.15);
musicText0.setFillColor(sf::Color::White);
musicText0.setStyle(sf::Text::Style::Underlined);
sf::Text musicLabel0("SoundCloud - ", monkirta, 15);
musicLabel0.setPosition(mainView.getSize().x/(float)11.5, mainView.getSize().y/(float)2 + mainView.getSize().y/(float)6.1);
musicLabel0.setFillColor(sf::Color::White);
sf::Text musicText1("River Ethans", oxan, 12);
musicText1.setPosition(mainView.getSize().x/(float)11.5 + musicLabel0.getGlobalBounds().width, mainView.getSize().y/(float)2 + mainView.getSize().y/(float)5.95);
musicText1.setFillColor(sf::Color::White);
musicText1.setStyle(sf::Text::Style::Underlined);
//Resources Box
sf::Text resourcesTitle("Resources", xolo, 28);
resourcesTitle.setOrigin(resourcesTitle.getGlobalBounds().width/2, resourcesTitle.getGlobalBounds().height/2);
resourcesTitle.setPosition(mainView.getSize().x - mainView.getSize().x/(float)4.95, mainView.getSize().y/(float)4.8);
resourcesTitle.setFillColor(sf::Color::White);
//Dev box
sf::Text developerTitle("Developer: ", xolo, 25);
developerTitle.setPosition(mainView.getSize().x/13, mainView.getSize().y/(float)5.2);
developerTitle.setFillColor(sf::Color(0,0,0,0));
developerTitle.setOutlineThickness(.8);
developerTitle.setOutlineColor(sf::Color::White);
sf::Text developer("Benjamin Morgan", monkirta, 20);
developer.setOrigin(developer.getGlobalBounds().width/2, developer.getGlobalBounds().height/2);
developer.setPosition(mainView.getSize().x/(float)6.725, mainView.getSize().y/(float)3.95);
developer.setFillColor(sf::Color::White);
sf::Text devLabel("Site - ", monkirta, 15);
devLabel.setPosition(mainView.getSize().x/(float)11.5, mainView.getSize().y/(float)3.65);
devLabel.setFillColor(sf::Color::White);
sf::Text devText("https://bmorgan01.github.io/Portfolio-Blog/", oxan, 12);
devText.setPosition(mainView.getSize().x/(float)11.5 + devLabel.getGlobalBounds().width, mainView.getSize().y/(float)3.6);
devText.setFillColor(sf::Color::White);
devText.setStyle(sf::Text::Style::Underlined);
sf::Text devLabel0("Github - ", monkirta, 15);
devLabel0.setPosition(mainView.getSize().x/(float)11.5, mainView.getSize().y/(float)3.35);
devLabel0.setFillColor(sf::Color::White);
sf::Text devText0("bMorgan01", oxan, 12);
devText0.setPosition(mainView.getSize().x/(float)11.5 + devLabel0.getGlobalBounds().width, mainView.getSize().y/(float)3.3);
devText0.setFillColor(sf::Color::White);
devText0.setStyle(sf::Text::Style::Underlined);
sf::Text devLabel1("Email - ", monkirta, 15);
devLabel1.setPosition(mainView.getSize().x/(float)11.5, mainView.getSize().y/(float)3.1);
devLabel1.setFillColor(sf::Color::White);
sf::Text devText1("ben.morgan5000@gmail.com", oxan, 12);
devText1.setPosition(mainView.getSize().x/(float)11.5 + devLabel1.getGlobalBounds().width, mainView.getSize().y/(float)3.05);
devText1.setFillColor(sf::Color::White);
sf::Text devLabel2("Repo - ", monkirta, 15);
devLabel2.setPosition(mainView.getSize().x/(float)11.5, mainView.getSize().y/(float)2.87);
devLabel2.setFillColor(sf::Color::White);
sf::Text devText2("https://github.com/bMorgan01/StarCap", oxan, 12);
devText2.setPosition(mainView.getSize().x/(float)11.5 + devLabel2.getGlobalBounds().width, mainView.getSize().y/(float)2.83);
devText2.setFillColor(sf::Color::White);
devText2.setStyle(sf::Text::Style::Underlined);
//Credits GUI
sf::Sprite backButton(leftArrow);
backButton.setScale(.3, .3);
backButton.setPosition(33, 100);
sf::Sprite textBox(box);
textBox.setScale(.35, .35);
textBox.setPosition(mainView.getSize().x - mainView.getSize().x/3, mainView.getSize().y/(float)5.5);
sf::Sprite textBoxSm(boxSm);
textBoxSm.setScale(.35, .35);
textBoxSm.setPosition(mainView.getSize().x/15, mainView.getSize().y/2 + mainView.getSize().y/50);
sf::Sprite devBox(cloud);
devBox.setScale(.442, .442);
devBox.setPosition(mainView.getSize().x/15 - 2, mainView.getSize().y/(float)5.5);
sf::Sprite issueButton(button);
issueButton.setColor(sf::Color::Red);
issueButton.setScale(40.0/100.0, 40.0/100.0);
issueButton.setOrigin(issueButton.getGlobalBounds().width/2, issueButton.getGlobalBounds().height/2);
issueButton.setPosition(mainView.getSize().x/(float)6.2, mainView.getSize().y/(float)2.52);
sf::Text issueText("Report Bug", sk, 16);
issueText.setPosition(issueButton.getPosition().x - 21, issueButton.getPosition().y);
issueText.setFillColor(sf::Color(0,0,0,0));
issueText.setFillColor(sf::Color::White);
credits.push_back(&creditsTitle);
credits.push_back(&developerTitle);
credits.push_back(&credsTitle);
credits.push_back(&music);
credits.push_back(&musicText);
credits.push_back(&musicLabel);
credits.push_back(&musicText0);
credits.push_back(&musicLabel0);
credits.push_back(&musicText1);
credits.push_back(&resourcesTitle);
credits.push_back(&developer);
credits.push_back(&devLabel);
credits.push_back(&devText);
credits.push_back(&devLabel0);
credits.push_back(&devText0);
credits.push_back(&devLabel1);
credits.push_back(&devText1);
credits.push_back(&devLabel2);
credits.push_back(&devText2);
credits.push_back(&issueText);
creditsGUI.push_back(&backButton);
creditsGUI.push_back(&textBox);
creditsGUI.push_back(&textBoxSm);
creditsGUI.push_back(&devBox);
creditsGUI.push_back(&issueButton);
while( window.isOpen() ) {
/*********************************************
* Pre-draw ops here.
*********************************************/
/*********************************************
* Drawing goes here.
*********************************************/
window.clear( sf::Color::Black ); // clear the contents of the old frame
window.draw(background);
switch(screen) {
case MENU:
/**************
* Draw Menu
**************/
backButton.setPosition(33, 100);
//Sound buttons
window.draw(soundButton);
window.draw(musicButton);
//Title text
window.draw(title);
for (int i = 0; i < buttons.size(); i++) {
window.draw(*buttons[i]);
window.draw(*text[i]);
}
break;
case CREDITS:
/**************
* Draw Credits
**************/
backButton.setPosition(33, 27);
for (sf::Sprite *s : creditsGUI) {
window.draw(*s);
}
for (sf::Text *t : credits) {
window.draw(*t);
}
break;
}
window.display(); // display the window
sf::Event event{};
while( window.pollEvent(event) ) { // ask the window if any events occurred
/*********************************************
* Event handling here.
*********************************************/
sf::Vector2i mousePos = sf::Mouse::getPosition( window );
sf::Vector2f mousePosF( static_cast<float>( mousePos.x ), static_cast<float>( mousePos.y ) );
switch (event.type) {
case sf::Event::Closed: //user clicked X button
window.close();
break;
case sf::Event::MouseButtonPressed: //User clicked mouse
if (exitButton.getGlobalBounds().contains(mousePosF) && screen == MENU) {
playBip();
return EXIT_FAILURE;
} else if (startButton.getGlobalBounds().contains(mousePosF) && screen == MENU) {
playBip();
return EXIT_SUCCESS;
} else if (creditsButton.getGlobalBounds().contains(mousePosF) && screen == MENU) {
playBip();
screen = CREDITS;
} else if (issueButton.getGlobalBounds().contains(mousePosF) && screen == CREDITS) {
playBip();
ShellExecute(nullptr, "open", "https://github.com/bMorgan01/StarCap/issues", nullptr, nullptr, SW_SHOWNORMAL);
} else if (devText.getGlobalBounds().contains(mousePosF) && screen == CREDITS) {
playBip();
ShellExecute(nullptr, "open", "https://bmorgan01.github.io/Portfolio-Blog/", nullptr, nullptr, SW_SHOWNORMAL);
} else if (devText0.getGlobalBounds().contains(mousePosF) && screen == CREDITS) {
playBip();
ShellExecute(nullptr, "open", "https://github.com/bMorgan01", nullptr, nullptr, SW_SHOWNORMAL);
} else if (devText2.getGlobalBounds().contains(mousePosF) && screen == CREDITS) {
playBip();
ShellExecute(nullptr, "open", "https://github.com/bMorgan01/StarCap", nullptr, nullptr, SW_SHOWNORMAL);
} else if (musicText0.getGlobalBounds().contains(mousePosF) && screen == CREDITS) {
playBip();
ShellExecute(nullptr, "open", "https://www.instagram.com/river.schreck/", nullptr, nullptr, SW_SHOWNORMAL);
} else if (musicText1.getGlobalBounds().contains(mousePosF) && screen == CREDITS) {
playBip();
ShellExecute(nullptr, "open", "https://soundcloud.com/riverethans", nullptr, nullptr, SW_SHOWNORMAL);
} else if (backButton.getGlobalBounds().contains(mousePosF) && screen == CREDITS) {
playBip();
screen = MENU;
} else if (soundButton.getGlobalBounds().contains(mousePosF) && screen == MENU) {
soundOn = !soundOn;
playBip();
} else if (musicButton.getGlobalBounds().contains(mousePosF) && screen == MENU) {
playBip();
musicOn = !musicOn;
if (!musicOn) menuLoop.setVolume(0);
else menuLoop.setVolume(100);
}
break;
case sf::Event::MouseMoved:
if (exitButton.getGlobalBounds().contains(mousePosF) && screen == MENU) exitButton.setColor(sf::Color::Red);
else if (startButton.getGlobalBounds().contains(mousePosF) && screen == MENU) startButton.setColor(sf::Color::Red);
else if (creditsButton.getGlobalBounds().contains(mousePosF) && screen == MENU) creditsButton.setColor(sf::Color::Red);
else if (issueButton.getGlobalBounds().contains(mousePosF) && screen == CREDITS) issueButton.setColor(sf::Color::Green);
else if (devText.getGlobalBounds().contains(mousePosF) && screen == CREDITS) devText.setFillColor(sf::Color::Red);
else if (devText0.getGlobalBounds().contains(mousePosF) && screen == CREDITS) devText0.setFillColor(sf::Color::Red);
else if (devText2.getGlobalBounds().contains(mousePosF) && screen == CREDITS) devText2.setFillColor(sf::Color::Red);
else if (musicText0.getGlobalBounds().contains(mousePosF) && screen == CREDITS) musicText0.setFillColor(sf::Color::Red);
else if (musicText1.getGlobalBounds().contains(mousePosF) && screen == CREDITS) musicText1.setFillColor(sf::Color::Red);
else if (backButton.getGlobalBounds().contains(mousePosF) && screen == CREDITS) backButton.setColor(sf::Color::Red);
else if (soundButton.getGlobalBounds().contains(mousePosF) && soundOn && screen == MENU) soundButton.setColor(sf::Color::Red);
else if (musicButton.getGlobalBounds().contains(mousePosF) && musicOn && screen == MENU) musicButton.setColor(sf::Color::Red);
else if (soundButton.getGlobalBounds().contains(mousePosF) && !soundOn && screen == MENU) soundButton.setColor(sf::Color::White);
else if (musicButton.getGlobalBounds().contains(mousePosF) && !musicOn && screen == MENU) musicButton.setColor(sf::Color::White);
break;
}
if (!exitButton.getGlobalBounds().contains(mousePosF)) exitButton.setColor(defButtonColor);
if (!startButton.getGlobalBounds().contains(mousePosF)) startButton.setColor(defButtonColor);
if (!creditsButton.getGlobalBounds().contains(mousePosF)) creditsButton.setColor(defButtonColor);
if (!issueButton.getGlobalBounds().contains(mousePosF)) issueButton.setColor(sf::Color::Red);
if (!devText.getGlobalBounds().contains(mousePosF)) devText.setFillColor(sf::Color::White);
if (!devText0.getGlobalBounds().contains(mousePosF)) devText0.setFillColor(sf::Color::White);
if (!devText2.getGlobalBounds().contains(mousePosF)) devText2.setFillColor(sf::Color::White);
if (!musicText0.getGlobalBounds().contains(mousePosF)) musicText0.setFillColor(sf::Color::White);
if (!musicText1.getGlobalBounds().contains(mousePosF)) musicText1.setFillColor(sf::Color::White);
if (!backButton.getGlobalBounds().contains(mousePosF)) backButton.setColor(defButtonColor);
if (!soundButton.getGlobalBounds().contains(mousePosF) && soundOn) soundButton.setColor(sf::Color::White);
if (!musicButton.getGlobalBounds().contains(mousePosF) && musicOn) musicButton.setColor(sf::Color::White);
if (!soundButton.getGlobalBounds().contains(mousePosF) && !soundOn) soundButton.setColor(sf::Color::Red);
if (!musicButton.getGlobalBounds().contains(mousePosF) && !musicOn) musicButton.setColor(sf::Color::Red);
}
}
return EXIT_FAILURE;
}
void Menu::playBip() {
if (soundOn) {
bipSound.setBuffer(bip);
bipSound.setVolume(100);
bipSound.play();
}
}

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//
// Created by benmo on 2/20/2020.
//
#ifndef SFML_TEMPLATE_MENU_H
#define SFML_TEMPLATE_MENU_H
#include <SFML/Audio.hpp>
class Menu {
public:
int result;
bool soundOn = true, musicOn = true;
Menu() {
result = init();
}
private:
sf::SoundBuffer bip;
sf::Sound bipSound;
bool playedBip = false;
int init();
void playBip();
};
#endif //SFML_TEMPLATE_MENU_H

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#include "Planet.h"
Planet::Planet(const sf::Texture &texture, float scale, float xPos, float yPos, float direction) : GameSprite(texture, scale, xPos, yPos, 0, direction) {
landable = false;
}
Planet::Planet(const std::string& _name, const std::string& _desc, int landscape, const sf::Texture &texture, float scale, float xPos, float yPos, float direction) : GameSprite(texture, scale, xPos, yPos, 0, direction) {
landable = true;
name = _name;
desc = _desc;
image = landscape;
}
bool Planet::isLandable() {
return landable;
}
std::string Planet::getName() {
return name;
}
std::string Planet::getDesc() {
return desc;
}
int Planet::getImageNum() {
return image;
}

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//
// Created by benmo on 3/3/2020.
//
#ifndef SFML_TEMPLATE_PLANET_H
#define SFML_TEMPLATE_PLANET_H
#include "GameSprite.h"
class Planet : public GameSprite {
private:
bool landable = true;
std::string name;
std::string desc;
int image;
public:
Planet(const sf::Texture &texture, float scale, float xPos, float yPos, float direction);
Planet(const std::string& _name, const std::string& _desc, int landscape, const sf::Texture &texture, float scale, float xPos, float yPos, float direction);
bool isLandable();
std::string getName();
std::string getDesc();
int getImageNum();
};
#endif //SFML_TEMPLATE_PLANET_H

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//
// Created by Benjamin on 4/20/2021.
//
#ifndef SFML_TEMPLATE_PROJECTILE_H
#define SFML_TEMPLATE_PROJECTILE_H
#include "Shootable.h"
class Projectile : public Shootable {
public:
Projectile() = default;
Projectile(const sf::Texture& texture, const sf::IntRect &rect, double scale, int rows, int cols, int xOffset, int yOffset, int frameDelay, double velocity, double damage, double _range) : Shootable(texture, rect, scale, rows, cols, xOffset, yOffset, frameDelay, damage) {
setVelocity(velocity);
lifetime = _range/velocity;
range = _range;
}
};
#endif //SFML_TEMPLATE_PROJECTILE_H

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#include <utility>
//
// Created by Benjamin on 4/20/2021.
//
#ifndef SFML_TEMPLATE_PROJECTILEWEAPON_H
#define SFML_TEMPLATE_PROJECTILEWEAPON_H
class ProjectileWeapon : public Weapon {
public:
ProjectileWeapon(Projectile _proj, int frameDelay) : Weapon(frameDelay) {
projectile = std::move(_proj);
}
Shootable* shoot(const Ship* shooter) {
currentFrame = 0;
projectile.setDirection(shooter->getDirection());
projectile.setPosition(shooter->getPosition());
projectile.setShooter((GameSprite *) shooter);
Shootable *copied = new Shootable(projectile);
return copied;
}
};
#endif //SFML_TEMPLATE_PROJECTILEWEAPON_H

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//
// Created by benmo on 2/16/2020.
//
#include "Ship.h"
Ship::Ship(const sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float maxVelocity, float direction, float turnSpeed, int maxFuel, int maxHull, int cargo, int passengers) : GameSprite(texture, scale, round(xPos), round(yPos), velocity, maxVelocity, direction) {
turnRate = turnSpeed;
fullScale = scale;
fuelCap = maxFuel;
fuel = maxFuel;
hullCap = maxHull;
hull = hullCap;
cargoSpace = cargo;
passengerSpace = passengers;
target = nullptr;
}
void Ship::update() {
for (Weapon *w : weapons) {
w->recharge();
}
GameSprite::update();
}
void Ship::shoot(std::vector<Shootable*> &shots) {
for (Weapon *w : weapons) {
if (w->canShoot()) {
shots.push_back(w->shoot(this));
}
}
}
float Ship::getTurnRate() const {
return turnRate;
}
float Ship::getFullScale () const {
return fullScale;
}
int Ship::getFuelCap() const {
return fuelCap;
}
int Ship::getFuelRemaining() const {
return fuel;
}
void Ship::useFuel() {
fuel--;
}
void Ship::setFuel(int _fuel) {
fuel = _fuel;
}
int Ship::getHullCap() const {
return hullCap;
}
int Ship::getHullRemaining() const {
return hull;
}
void Ship::setHull(int _hull) {
hull = _hull;
}
int Ship::getCargoSpace() const {
return cargoSpace;
}
int Ship::getUsedCargoSpace() const {
return cargoUsed;
}
void Ship::setUsedCargoSpace(int _cargoUsed) {
cargoUsed = _cargoUsed;
}
int Ship::getPassengerSpace() const {
return passengerSpace;
}
int Ship::getPassengersAboard() const {
return passengersOn;
}
void Ship::setPassengersAboard(int _passengersOn) {
passengersOn = _passengersOn;
}
Ship * Ship::getTarget() const {
return target;
}
void Ship::setTarget(Ship *_target) {
target = _target;
}
void Ship::addWeapon(Weapon *w) {
Weapon *copiedWeapon;
*copiedWeapon = *w;
weapons.push_back(copiedWeapon);
}

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//
// Created by benmo on 2/16/2020.
//
#ifndef SFML_TEMPLATE_SHIP_H
#define SFML_TEMPLATE_SHIP_H
#include <vector>
#include <SFML/Graphics/Texture.hpp>
#include "GameSprite.h"
#include "Weapon.h"
class Ship : public GameSprite {
protected:
float fullScale, turnRate;
int fuelCap, fuel, hullCap, hull, cargoSpace, cargoUsed = 0, passengerSpace, passengersOn = 0;
std::vector<Weapon*> weapons;
Ship *target;
public:
Ship(const sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float maxVelocity, float direction, float turnSpeed, int maxFuel, int maxHull, int cargo, int passengers);
void update();
void shoot(std::vector<Shootable*> &projectiles);
float getTurnRate() const;
float getFullScale () const;
int getFuelCap() const;
int getFuelRemaining() const;
void useFuel();
void setFuel(int);
int getHullCap() const;
int getHullRemaining() const;
void setHull(int _hull);
int getCargoSpace() const;
int getUsedCargoSpace() const;
void setUsedCargoSpace(int _cargoUsed);
int getPassengerSpace() const;
int getPassengersAboard() const;
void setPassengersAboard(int _passengersOn);
Ship * getTarget() const;
void setTarget(Ship *_target);
void addWeapon(Weapon *w);
};
#endif //SFML_TEMPLATE_SHIP_H

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//
// Created by Benjamin on 4/20/2021.
//
#ifndef SFML_TEMPLATE_SHOOTABLE_H
#define SFML_TEMPLATE_SHOOTABLE_H
#include "GameSprite.h"
#include "Ship.h"
class Ship;
class Shootable : public GameSprite {
protected:
double damage;
double range = 0;
Ship *shooter;
protected:
Shootable(const sf::Texture& texture, const sf::IntRect &rect, double scale, int rows, int cols, int xOffset, int yOffset, int frameDelay, double _damage) : GameSprite(texture, rect, rows, cols, xOffset, yOffset, frameDelay) {
damage = _damage;
setScale(scale/100, scale/100);
}
public:
Shootable() = default;
void setShooter(GameSprite* _shooter) {
shooter = reinterpret_cast<Ship *>(_shooter);
}
Ship* getShooter() {
return shooter;
}
double getDamage() const {
return damage;
}
double getRange() const {
return range;
}
};
#endif //SFML_TEMPLATE_SHOOTABLE_H

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#include "System.h"
System::System(std::string _name) {
name = std::move(_name);
}
sf::Sprite* System::getSystemCenter() {
return planets[1];
}
void System::addPlanet(Planet *p) {
planets.push_back(p);
if (p->isLandable()) landable = true;
}
void System::setRelativeMapPos(const sf::Vector2f &pos) {
mapPos = pos;
}
sf::Vector2f System::getRelativeMapPos() {
return mapPos;
}
void System::makeVisited() {
visited = true;
}
bool System::isVisited() const {
return visited;
}
std::string System::getName() {
return name;
}
void System::setGovName(std::string gov) {
govName = std::move(gov);
}
std::string System::getGovName() {
return govName;
}
void System::setSysRep(int _rep) {
rep = _rep;
}
int System::getSysRep() const {
return rep;
}
void System::setPop(int _pop) {
pop = _pop;
}
int System::getPop() const {
return pop;
}
void System::setStren(int _stren) {
stren = _stren;
}
int System::getStren() const {
return stren;
}
bool System::isLandable() const {
return landable;
}
const std::vector<Planet *> &System::getPlanets() const {
return planets;
}
void System::setPlanets(const std::vector<Planet *> &planetList) {
System::planets = planetList;
}
std::vector<Task *> &System::getTasks(){
return tasks;
}
const std::vector<int> &System::getExits() const {
return exits;
}
void System::addExit(int exit) {
exits.push_back(exit);
}
void System::addTask(Task *task) {
tasks.push_back(task);
}

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//
// Created by benmo on 2/24/2020.
//
#ifndef SFML_TEMPLATE_SYSTEM_H
#define SFML_TEMPLATE_SYSTEM_H
#include <utility>
#include <vector>
#include <string>
#include "Planet.h"
#include "Task.h"
class System {
private:
std::string name;
std::string govName;
sf::Vector2f mapPos;
bool visited = false;
bool landable = false;
int rep = 5;
int pop = 0;
int stren = 0;
std::vector<Planet*> planets;
std::vector<Task*> tasks;
std::vector<int> exits;
public:
explicit System(std::string _name);
sf::Sprite* getSystemCenter();
void addPlanet(Planet *p);
void setRelativeMapPos(const sf::Vector2f &pos);
sf::Vector2f getRelativeMapPos();
void makeVisited();
bool isVisited() const;
std::string getName();
void setGovName(std::string gov);
std::string getGovName();
void setSysRep(int _rep);
int getSysRep() const;
void setPop(int _pop);
int getPop() const;
void setStren(int _stren);
int getStren() const;
bool isLandable() const;
const std::vector<Planet *> &getPlanets() const;
void setPlanets(const std::vector<Planet *> &planetList);
std::vector<Task *> &getTasks();
void addTask(Task* task);
const std::vector<int> &getExits() const;
void addExit(int exit);
};
#endif //SFML_TEMPLATE_SYSTEM_H

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//
// Created by benmo on 3/19/2020.
//
#ifndef SFML_TEMPLATE_TASK_H
#define SFML_TEMPLATE_TASK_H
#include <string>
#include "Planet.h"
class System;
class Task {
private:
std::string name, desc;
int type, size, reward;
System *sysLoc;
Planet *loc;
public:
static const int DELIVERY = 0, TAXI = 1;
Task(int _type, const std::string& _name, const std::string& _desc, System *_sysLoc, Planet *_loc, int _reward, int _size) {
type = _type;
name = _name;
desc = _desc;
reward = _reward;
size = _size;
sysLoc = _sysLoc;
loc = _loc;
}
int getType() const {
return type;
}
int getReward() const {
return reward;
}
int getSize() const {
return size;
}
System* getSystem() {
return sysLoc;
}
Planet* getPlanet() {
return loc;
}
};
#endif //SFML_TEMPLATE_TASK_H

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//
// Created by Benjamin on 4/20/2021.
//
#ifndef SFML_TEMPLATE_WEAPON_H
#define SFML_TEMPLATE_WEAPON_H
#include "Projectile.h"
#include "GameSprite.h"
#include <iostream>
class Weapon {
protected:
int frameDelay, currentFrame;
Shootable projectile;
Weapon() {
frameDelay = 0;
currentFrame = 0;
projectile = Shootable();
};
explicit Weapon(int _frameDelay) : Weapon() {
frameDelay = _frameDelay;
}
public:
virtual Shootable* shoot(const Ship* shooter) {
return new Shootable(projectile);
}
void recharge() {
if (currentFrame < frameDelay) {
currentFrame++;
}
}
bool canShoot() const {
return currentFrame == frameDelay;
}
Shootable& getProjectile() {
return projectile;
}
};
#endif //SFML_TEMPLATE_WEAPON_H

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