Nettoyage de l'implémentation des blocs
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@ -18,20 +18,6 @@ class Block : public Object {
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public:
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typedef std::shared_ptr<Block> Ptr;
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private:
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sf::Sprite select_sprite;
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protected:
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mutable sf::Sprite sprite;
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sf::FloatRect aabb;
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/**
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* Initialisation des propriétés du bloc donné
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* depuis le fichier donné
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*/
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static void init(std::ifstream& file, Object::Ptr object);
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public:
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/**
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* Identifiant unique du type "bloc"
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*/
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@ -55,11 +41,6 @@ public:
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*/
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virtual float getRadius() const;
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/**
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* Prépare les textures avant le dessin du bloc
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*/
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virtual void prepareDraw();
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/**
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* Dessin du bloc dans la fenêtre donnée
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*/
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@ -89,6 +70,17 @@ public:
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* Sauvegarde le bloc dans le fichier donné
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*/
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virtual void save(std::ofstream& file) const;
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protected:
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/**
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* Initialisation des propriétés du bloc donné
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* depuis le fichier donné
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*/
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static void init(std::ifstream& file, Object::Ptr object);
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private:
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sf::Sprite sprite;
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sf::FloatRect aabb;
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};
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#endif
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@ -16,14 +16,6 @@ class FinishBlock : public Block {
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public:
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typedef std::shared_ptr<FinishBlock> Ptr;
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protected:
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/**
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* Initialisation des propriétés du bloc d'arrivée donné
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* depuis le fichier donné
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*/
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static void init(std::ifstream& file, Object::Ptr object);
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public:
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/**
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* Identifiant unique du type "bloc d'arrivée"
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*/
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@ -38,9 +30,9 @@ public:
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virtual Object::Ptr clone() const;
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/**
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* Prépare les textures avant le dessin du bloc
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* Dessine le bloc
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*/
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virtual void prepareDraw();
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virtual void draw(Level& level);
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/**
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* Appelé lorsque le bloc d'arrivée est activé par un objet
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@ -61,6 +53,16 @@ public:
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* Sauvegarde le bloc d'arrivée dans le fichier donné
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*/
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virtual void save(std::ofstream& file) const;
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private:
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sf::Sprite icon_sprite;
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protected:
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/**
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* Initialisation des propriétés du bloc d'arrivée donné
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* depuis le fichier donné
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*/
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static void init(std::ifstream& file, Object::Ptr object);
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};
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#endif
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@ -9,8 +9,6 @@ const unsigned int Block::TYPE_ID = 2;
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Block::Block() : Object() {
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sprite.setOrigin(sf::Vector2f(23, 23));
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select_sprite.setOrigin(sf::Vector2f(23, 23));
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aabb = sf::FloatRect(
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-Manager::GRID / 2,
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-Manager::GRID / 2,
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@ -41,21 +39,21 @@ void Block::save(std::ofstream& file) const {
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Object::save(file);
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}
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void Block::prepareDraw() {
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std::string texture_name = "movable_block.tga";
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void Block::draw(Level& level) {
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// récupération de la texture correspondant au type de bloc
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std::string texture_name = "block.tga";
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if (getMass() == 0) {
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texture_name = "block.tga";
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if (getMass() > 0) {
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texture_name = "movable_" + texture_name;
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}
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sprite.setTexture(*ResourceManager::get().getTexture("objects/" + texture_name));
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select_sprite.setTexture(*ResourceManager::get().getTexture("objects/block_select.tga"));
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}
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if (isSelected()) {
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texture_name = "selected_" + texture_name;
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}
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void Block::draw(Level& level) {
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// utilisation de la texture
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sf::RenderWindow& window = level.getManager().getWindow();
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prepareDraw();
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sprite.setTexture(*ResourceManager::get().getTexture(
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"objects/" + texture_name
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));
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// coloration du bloc selon sa charge
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if (getCharge() > 0) {
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@ -67,12 +65,7 @@ void Block::draw(Level& level) {
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}
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sprite.setPosition(getPosition());
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window.draw(sprite);
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if (isSelected()) {
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select_sprite.setPosition(getPosition());
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window.draw(select_sprite);
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}
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level.getManager().getWindow().draw(sprite);
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}
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void Block::activate(Game& game, Object::Ptr object) {
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@ -1,20 +1,30 @@
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#include "manager.hpp"
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#include "resource_manager.hpp"
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#include "finish_block.hpp"
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#include "game.hpp"
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const unsigned int FinishBlock::TYPE_ID = 4;
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FinishBlock::FinishBlock() : Block() {}
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FinishBlock::FinishBlock() : Block() {
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icon_sprite.setOrigin(sf::Vector2f(23, 41));
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icon_sprite.setTexture(*ResourceManager::get().getTexture(
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"objects/finish_block.tga"
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));
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}
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FinishBlock::~FinishBlock() {}
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Object::Ptr FinishBlock::clone() const {
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return Object::Ptr(new FinishBlock(*this));
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}
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void FinishBlock::prepareDraw() {
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Block::prepareDraw();
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sprite.setOrigin(sf::Vector2f(23, 41));
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sprite.setTexture(*ResourceManager::get().getTexture("objects/finish_block.tga"), true);
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void FinishBlock::draw(Level& level) {
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// on dessine le bloc normal
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Block::draw(level);
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// on dessine l'icône
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icon_sprite.setPosition(getPosition());
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level.getManager().getWindow().draw(icon_sprite);
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}
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void FinishBlock::activate(Game& game, Object::Ptr object) {
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