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Ball.cpp
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#include "stdafx.h"
#include "Ball.h"
#pragma region Pointer
Pointer::Pointer() {}
Pointer::~Pointer() {}
void Pointer::LoadPointer(Ball* b, sf::View* camera, std::string location) {
if (_texture.loadFromFile(location))
std::cout << "\n_Ball: Pointer loaded.";
else return;
_texture.setSmooth(true);
_sprite.setTexture(_texture);
_sprite.setOrigin(
_sprite.getGlobalBounds().width / 2,
_sprite.getGlobalBounds().height * 3 / 2
);
_sprite.setScale(0.6f, 0.6f);
_ball = b;
_camera = camera;
}
void Pointer::UpdatePointer() {
sf::FloatRect rect = sf::FloatRect(
sf::Vector2f(
_camera->getCenter().x - _camera->getSize().x / 2,
_camera->getCenter().y - _camera->getSize().y / 2),
_camera->getSize());
if (rect.intersects(_ball->objSprite().getGlobalBounds())) {
_sprite.setScale(0, 0);
return;
}
_sprite.setScale(0.6f, 0.6f);
sf::Vector2f pos =
_ball->objSprite().getPosition() +
_ball->gTarget()->objSprite().getPosition();
pos.x /= 2; pos.y /= 2;
sf::Vector2f bPos = _ball->objSprite().getPosition();
float angle = _ball->GetAngle();
/*if (bPos.x > rect.left + rect.width)
pos.x = rect.width;
if (bPos.x < rect.left)
pos.x = 0;
if (bPos.y > rect.top + rect.height)
pos.y = rect.height;
if (bPos.y < rect.top)
pos.y = 0;*/
if (bPos.x >= rect.left + rect.width)
pos = sf::Vector2f(
rect.left + rect.width,
bPos.y + tan(angle * PI / 180) * (bPos.x - (rect.left + rect.width))
);
else if (bPos.x < rect.left)
pos = sf::Vector2f(
rect.left,
bPos.y + tan(angle * PI / 180) * (bPos.x - rect.left)
//bPos.y + tan(angle * PI / -180) * (rect.left - bPos.x)
);
if (bPos.y >= rect.top + rect.height)
pos = sf::Vector2f(
bPos.x + tan((-angle + 90) * PI / 180) * (bPos.y - (rect.top + rect.height)),
rect.top + rect.height
);
else if (bPos.y < rect.top)
pos = sf::Vector2f(
bPos.x + tan((-angle + 90) * PI / 180) * (bPos.y - rect.top),
//bPos.x + tan((-angle + 90) * PI / -180) * (rect.top - bPos.y),
rect.top
);
_sprite.setPosition(pos);
_sprite.setRotation(-angle+90);
}
void Pointer::DrawPointer(sf::RenderWindow& window) {
//window.setView(window.getDefaultView());
window.draw(_sprite);
//window.setView(*_camera);
}
#pragma endregion Pointer
#pragma region Trail
Trail::Trail() :
_colAmount(5),
_colMax(255),
_colMin(150) {}
Trail::~Trail() {}
#pragma region Main Functions
void Trail::LoadTrail(Ball* b) {
_b = b;
_b->objSprite().setScale(_b->GetScale(), _b->GetScale());
_trail.setPrimitiveType(sf::TrianglesStrip);
_trail.resize(26);
_trailWidth = _b->objSprite().getGlobalBounds().width;
_trailColor = sf::Color(_colMax, _colMin, _colMin);
std::cout << "\n_Ball: Trail loaded.";
}
void Trail::UpdateTrailColor() {
// == -> >=
// != -> <=
if (_trailColor.r == _colMax && _trailColor.g != _colMax) {
if (_trailColor.b == _colMin) _trailColor.g += _colAmount;
else _trailColor.b -= _colAmount;
}
if (_trailColor.g == _colMax && _trailColor.b != _colMax) {
if (_trailColor.r == _colMin) _trailColor.b += _colAmount;
else _trailColor.r -= _colAmount;
}
if (_trailColor.b == _colMax && _trailColor.r != _colMax) {
if (_trailColor.g == _colMin) _trailColor.r += _colAmount;
else _trailColor.g -= _colAmount;
}
_trail[1].color = _trail[0].color = _trailColor;
}
void Trail::UpdateTrail() {
sf::Vector2f center = _b->objSprite().getPosition();
_trail[0] = sf::Vector2f(
center.x + _trailWidth / 2 * cos((_b->GetAngle() + 90) * PI / 180),
center.y + _trailWidth / 2 * sin((_b->GetAngle() + 90) * PI / -180)
);
_trail[1] = sf::Vector2f(
center.x + _trailWidth / 2 * cos((_b->GetAngle() - 90) * PI / 180),
center.y + _trailWidth / 2 * sin((_b->GetAngle() - 90) * PI / -180)
);
_trail[1].color = _trail[0].color = _trailColor;
for (int i = _trail.getVertexCount() - 2; i >= 2; i -= 2) {
// DOAMNEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
sf::Vector2f mij = sf::Vector2f(
(_trail[i - 2].position.x + _trail[i - 1].position.x) / 2,
(_trail[i - 2].position.y + _trail[i - 1].position.y) / 2);
sf::Vector2f aux = sf::Vector2f(
(_trail[i - 2].position.x - mij.x) * 0.89,
(_trail[i - 2].position.y - mij.y) * 0.89);
_trail[i].position = mij + aux;
_trail[i + 1].position = mij - aux;
_trail[i].color = _trail[i - 2].color;
_trail[i + 1].color = _trail[i - 1].color;
}
for (
int i = _trail.getVertexCount() - 1;
i >= _trail.getVertexCount() / 3 * 2;
i--) {
_trail[i].color = sf::Color(
_trail[i].color.r,
_trail[i].color.g,
_trail[i].color.b,
0 + (255 / _trail.getVertexCount() * 3) *
(_trail.getVertexCount() - 1 - i)
);
}
UpdateTrailColor();
}
void Trail::DrawTrail(sf::RenderWindow& window) {
window.draw(_trail);
}
#pragma endregion Main Functions
#pragma endregion Trail
#pragma region Ball
// Default Parameters (No V-Sync): 0, 0, 7.0f, 1000, 270
Ball::Ball() :
_reflectionPower(35.0f) {
_velX = 0;
_velY = 0;
_accel = 70.0f; // 25.0f
_angle = 270;
_friction = 0.93;
_maxVelocity = 1000.0f; // 2000
slowMode = false;
std::cout << "\n_Ball: Ball loaded.";
}
Ball::~Ball() {
_reflectSound.resetBuffer();
}
#pragma region Main Functions
void Ball::LoadAudio() {
if (_reflectBuffer.loadFromFile("Audio\\reflect.wav"))
std::cout << "\n_Ball: Audio loaded.";
else return;
_reflectSound.setBuffer(_reflectBuffer);
_reflectSound.setVolume(50);
}
bool Ball::LoadSecondary(std::map<std::string, Player*> _playerList, sf::View* camera) {
_players = _playerList;
_sender = _players.begin()->second;
SearchPlayer(_sender);
objSprite().setScale(_objectScale, _objectScale);
LoadTrail(this);
LoadPointer(this, camera, "Images\\BallPointer.png");
LoadAudio();
return true;
}
void Ball::Update(float timeDelta) {
ReflectionCheck();
_accel = (slowMode) ? 25.f : 70.f;
_currentPos = objSprite().getPosition();
_futurePos = _currentTarget->objSprite().getPosition();
_angle = atan(
abs(_currentPos.y - _futurePos.y) /
abs(_currentPos.x - _futurePos.x)) * 180 / PI;
switch (GetQuadrant()) {
case 1: break;
case 2: _angle = 180 - _angle; break;
case 3: _angle = 180 + _angle; break;
case 4: _angle = 360 - _angle; break;
}
_velX += cos(_angle * PI / 180) * _accel;
_velY += sin(_angle * PI / 180) * _accel * -1;
// Cap velocity
//if (_velX > _maxVelocity || _velX < -_maxVelocity)
// _velX = ((_velX > 0) - (_velX < 0)) * _maxVelocity;
//if (_velY > _maxVelocity || _velY < -_maxVelocity)
// _velY = ((_velY > 0) - (_velY < 0)) * _maxVelocity;
_velX *= _friction;
_velY *= _friction;
// Avoid reaching velocity 0 (If possible)
if (_velX == 0)
_velX = 0.001f;
if (_velY == 0)
_velY = 0.001f;
objSprite().setRotation(-_angle + 90);
objSprite().move(_velX * timeDelta, _velY * timeDelta);
UpdateTrail();
UpdatePointer();
}
void Ball::DrawSecondary(sf::RenderWindow& window) {
DrawTrail(window);
DrawPointer(window);
}
#pragma endregion Main Functions
#pragma region Ball Control
void Ball::SearchPlayer(Player* sender) {
std::map<std::string, Player*>::iterator player, i;
player = i = _players.begin();
while (player != _players.end()) {
if (player->second != sender) break;
player++;
}
while (i != _players.end()) {
// Compare distances (Broken)
if ((/*
GetDistance(_currentPos, player->second->GetSprite().getPosition()) >=
GetDistance(_currentPos, i->second->GetSprite().getPosition())) &&*/
i->second != sender))
player = i;
i++;
}
_sender = sender;
_currentTarget = player->second;
}
void Ball::ReflectionCheck() {
sf::VertexArray refl;
sf::Vector2f center;
float angle;
std::map<std::string, Player*>::iterator i = _players.begin();
while (i != _players.end()) {
if (i->second == _sender) {
if (i != _players.end())
i++;
continue;
}
refl = i->second->GetReflector();
center = i->second->objSprite().getPosition();
for (
int j = 1;
j < refl.getVertexCount();
j++) {
if (GetDistance(objSprite().getPosition(), refl[j].position) <=
objSprite().getGlobalBounds().width * GetScale() / 2) {
SearchPlayer(i->second);
Reflect(
i->second->GetReflectorAngle() + ((j - 1) * i->second->GetReflectorWidth() / i->second->GetReflectorSize()),
i->second);
_reflectSound.play();
break;
}
}
i++;
}
}
void Ball::Reflect(float _a, Player* p) {
_accel += 2.0f;
float angle = _a;
_velX = cos(angle * PI / 180) * _accel * _reflectionPower;// *-(p->GetVelocity().x / 100 + 1);
_velY = sin(angle * PI / 180) * _accel * -_reflectionPower;// * (p->GetVelocity().y / 100 + 1);
}
#pragma endregion Ball Control
#pragma region Gets
float Ball::GetDistance(sf::Vector2f a, sf::Vector2f b) {
return sqrt(abs(a.y - b.y) * abs(a.y - b.y) +
abs(a.x - b.x) * abs(a.x - b.x));
}
float Ball::GetScale() {
return _objectScale;
}
float Ball::GetAngle() {
return _angle;
}
int Ball::GetQuadrant() {
if (_currentPos.x <= _futurePos.x)
if (_currentPos.y >= _futurePos.y)
return 1;
else return 4;
else
if (_currentPos.y >= _futurePos.y)
return 2;
else return 3;
}
Player* Ball::gTarget() {
return _currentTarget;
}
#pragma endregion Gets
#pragma endregion Ball