stash
2
.gitignore
vendored
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
.idea
|
||||
cmake-build-debug/
|
||||
19
Beam.h
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
//
|
||||
// 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
|
||||
39
BeamWeapon.h
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
//
|
||||
// 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
|
||||
12
CMakeLists.txt
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
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)
|
||||
167
COMShip.h
Normal file
|
|
@ -0,0 +1,167 @@
|
|||
//
|
||||
// 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
|
||||
190
Collision.cpp
Normal file
|
|
@ -0,0 +1,190 @@
|
|||
/*
|
||||
* 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;
|
||||
}
|
||||
}
|
||||
77
Collision.h
Normal file
|
|
@ -0,0 +1,77 @@
|
|||
/*
|
||||
* 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
|
||||
32
Explore.h
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
//
|
||||
// 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
|
||||
66
Game.h
Normal file
|
|
@ -0,0 +1,66 @@
|
|||
//
|
||||
// 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
|
||||
209
GameSprite.cpp
Normal file
|
|
@ -0,0 +1,209 @@
|
|||
#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;
|
||||
}
|
||||
109
GameSprite.h
Normal file
|
|
@ -0,0 +1,109 @@
|
|||
//
|
||||
// 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
LICENSE
Normal file
|
|
@ -0,0 +1,674 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
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
Menu.cpp
Normal file
|
|
@ -0,0 +1,450 @@
|
|||
//
|
||||
// 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();
|
||||
}
|
||||
}
|
||||
28
Menu.h
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
//
|
||||
// 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
|
||||
28
Planet.cpp
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
#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;
|
||||
}
|
||||
29
Planet.h
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
//
|
||||
// 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
|
||||
22
Projectile.h
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
//
|
||||
// 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
|
||||
31
ProjectileWeapon.h
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
#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
|
||||
112
Ship.cpp
Normal file
|
|
@ -0,0 +1,112 @@
|
|||
//
|
||||
// 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);
|
||||
}
|
||||
57
Ship.h
Normal file
|
|
@ -0,0 +1,57 @@
|
|||
//
|
||||
// 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
|
||||
47
Shootable.h
Normal file
|
|
@ -0,0 +1,47 @@
|
|||
//
|
||||
// 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
|
||||
94
System.cpp
Normal file
|
|
@ -0,0 +1,94 @@
|
|||
#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);
|
||||
}
|
||||
70
System.h
Normal file
|
|
@ -0,0 +1,70 @@
|
|||
//
|
||||
// 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
|
||||
55
Task.h
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
//
|
||||
// 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
|
||||
47
Weapon.h
Normal file
|
|
@ -0,0 +1,47 @@
|
|||
//
|
||||
// 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
|
||||
BIN
data/Base Images/Death_Valley_Mesquite_Flats_Sand_Dunes_2013.jpg
Normal file
|
After Width: | Height: | Size: 3.2 MiB |
BIN
data/Base Images/Dunajec_Gorge_-_Limestone_Rocks_2.jpg
Normal file
|
After Width: | Height: | Size: 12 MiB |
BIN
data/Base Images/fog1.jpg
Normal file
|
After Width: | Height: | Size: 56 KiB |
BIN
data/Base Images/mario-dobelmann-8AwXs7GKzCk-unsplash.jpg
Normal file
|
After Width: | Height: | Size: 2.1 MiB |
0
data/Explore.txt
Normal file
BIN
data/Fonts/Monkirta Pursuit NC.ttf
Normal file
BIN
data/Fonts/Oxanium-Light.ttf
Normal file
BIN
data/Fonts/SKoME.TTF
Normal file
BIN
data/Fonts/Sk.ttf
Normal file
BIN
data/Fonts/Xolonium-Bold.ttf
Normal file
BIN
data/Gui/Armor_Icon.png
Normal file
|
After Width: | Height: | Size: 4.4 KiB |
BIN
data/Gui/Backward_BTN.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
BIN
data/Gui/FuelBar.png
Normal file
|
After Width: | Height: | Size: 1.4 KiB |
BIN
data/Gui/HP_Icon.png
Normal file
|
After Width: | Height: | Size: 4.7 KiB |
BIN
data/Gui/LoadingBarEmpty.png
Normal file
|
After Width: | Height: | Size: 2.4 KiB |
BIN
data/Gui/LoadingBarFull.png
Normal file
|
After Width: | Height: | Size: 2 KiB |
BIN
data/Gui/Music.png
Normal file
|
After Width: | Height: | Size: 13 KiB |
BIN
data/Gui/Sound.png
Normal file
|
After Width: | Height: | Size: 15 KiB |
BIN
data/Gui/Speed_Icon.png
Normal file
|
After Width: | Height: | Size: 5.6 KiB |
BIN
data/Gui/Stats_Bar.png
Normal file
|
After Width: | Height: | Size: 36 KiB |
BIN
data/Gui/arrow.png
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
data/Gui/ball.png
Normal file
|
After Width: | Height: | Size: 29 KiB |
BIN
data/Gui/button.png
Normal file
|
After Width: | Height: | Size: 8 KiB |
BIN
data/Gui/cloud.png
Normal file
|
After Width: | Height: | Size: 52 KiB |
BIN
data/Gui/filter.xcf
Normal file
BIN
data/Gui/fleet_target.png
Normal file
|
After Width: | Height: | Size: 24 KiB |
BIN
data/Gui/fleet_target_tracker.png
Normal file
|
After Width: | Height: | Size: 10 KiB |
BIN
data/Gui/fleet_target_tracker.xcf
Normal file
BIN
data/Gui/friendly_target.png
Normal file
|
After Width: | Height: | Size: 23 KiB |
BIN
data/Gui/friendly_target_tracker.png
Normal file
|
After Width: | Height: | Size: 10 KiB |
BIN
data/Gui/hostile_target.png
Normal file
|
After Width: | Height: | Size: 23 KiB |
BIN
data/Gui/hostile_target_tracker.png
Normal file
|
After Width: | Height: | Size: 10 KiB |
BIN
data/Gui/mapBox.png
Normal file
|
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BIN
data/Gui/money_bar.png
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BIN
data/Gui/neutral_target.png
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BIN
data/Gui/neutral_target_tracker.png
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After Width: | Height: | Size: 9.8 KiB |
BIN
data/Gui/planetDialog.png
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BIN
data/Gui/planetDialog.xcf
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data/Gui/smallButton.png
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BIN
data/Gui/space.png
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After Width: | Height: | Size: 27 KiB |
BIN
data/Gui/space.xcf
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data/Gui/target_cicle.xcf
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data/Gui/unexplored.png
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data/Gui/unexplored.xcf
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data/Gui/window.png
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data/Gui/windowSm.png
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BIN
data/Images/01.png
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After Width: | Height: | Size: 546 KiB |
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data/Images/02.png
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After Width: | Height: | Size: 398 KiB |
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data/Images/03.png
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After Width: | Height: | Size: 332 KiB |
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data/Images/04.png
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After Width: | Height: | Size: 296 KiB |
BIN
data/Planets/planet (01).png
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After Width: | Height: | Size: 584 KiB |
BIN
data/Planets/planet (02).png
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After Width: | Height: | Size: 782 KiB |
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data/Planets/planet (03).png
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After Width: | Height: | Size: 434 KiB |
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data/Planets/planet (04).png
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After Width: | Height: | Size: 919 KiB |
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data/Planets/planet (05).png
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After Width: | Height: | Size: 815 KiB |
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data/Planets/planet (06).png
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After Width: | Height: | Size: 1 MiB |
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data/Planets/planet (07).png
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After Width: | Height: | Size: 1.1 MiB |
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data/Planets/planet (08).png
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After Width: | Height: | Size: 1,014 KiB |
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data/Planets/planet (09).png
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After Width: | Height: | Size: 978 KiB |
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data/Planets/planet (10).png
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After Width: | Height: | Size: 1,004 KiB |
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data/Planets/planet (11).png
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After Width: | Height: | Size: 1,000 KiB |
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data/Planets/planet (12).png
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After Width: | Height: | Size: 906 KiB |
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data/Planets/planet (13).png
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After Width: | Height: | Size: 855 KiB |
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data/Planets/planet (14).png
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After Width: | Height: | Size: 917 KiB |
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data/Planets/planet (15).png
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After Width: | Height: | Size: 906 KiB |
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data/Planets/planet (16).png
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After Width: | Height: | Size: 928 KiB |
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data/Planets/planet (17).png
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After Width: | Height: | Size: 904 KiB |
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data/Planets/planet (18).png
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After Width: | Height: | Size: 943 KiB |
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data/Planets/planet (19).png
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After Width: | Height: | Size: 1 MiB |
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data/Planets/planet (20).png
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After Width: | Height: | Size: 6.5 KiB |
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data/Planets/planet (21).png
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After Width: | Height: | Size: 16 KiB |
BIN
data/Planets/planet (22).png
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After Width: | Height: | Size: 23 KiB |
BIN
data/Planets/planet (23).png
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After Width: | Height: | Size: 24 KiB |
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data/Planets/planet (24).png
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After Width: | Height: | Size: 292 KiB |