Ajout du bouton recommencer & fluidification de la caméra
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@ -74,6 +74,11 @@ private:
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*/
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void selectAll();
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/**
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* Lance le test du niveau
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*/
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void test();
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protected:
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/**
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* Demande le dessin d'une frame
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@ -99,11 +104,6 @@ public:
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* Traite l'événement donné
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*/
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void processEvent(const sf::Event& event) override;
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/**
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* Lance le test du niveau
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*/
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void test();
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};
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#endif
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@ -43,6 +43,17 @@ private:
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*/
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bool isInZone(Object::Ptr object);
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/**
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* Recommence le niveau depuis le début
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*/
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void restart();
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/**
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* Échange entre le mode pause et le mode normal
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* (si on est dans un autre mode, ne fait rien)
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*/
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void switchPause();
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protected:
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/**
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* Demande le dessin d'une frame
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@ -55,11 +66,6 @@ protected:
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*/
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void draw() override;
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/**
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* S'assure que la caméra est centrée sur les joueurs
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*/
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void ensureCentered();
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public:
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Game(Manager& manager, bool test = false);
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virtual ~Game();
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@ -20,6 +20,8 @@ class Level : public State {
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private:
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sf::View camera;
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float camera_angle;
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sf::Vector2f goal_center;
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Utility::Direction gravity_direction;
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sf::String name;
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@ -214,6 +216,16 @@ public:
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*/
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void setCamera(sf::View set_camera);
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/**
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* Récupère la cible de l'animation de la caméra
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*/
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sf::Vector2f getCenterGoal();
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/**
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* Modifie la cible de l'animation de la caméra
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*/
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void setCenterGoal(sf::Vector2f set_center);
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/**
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* Récupère le centre de tous les joueurs ou
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* zéro si aucun joueur
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@ -208,7 +208,7 @@ void Editor::processEvent(const sf::Event& event) {
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// sinon, on déplace la vue
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else {
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sf::View camera = getCamera();
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sf::Vector2f cur_center = getCenterGoal();
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// la molette est horizontale ssi. elle l'est vraiment ou
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// si on utilise la molette verticale et shift
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@ -219,18 +219,12 @@ void Editor::processEvent(const sf::Event& event) {
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);
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if (!horizontal) {
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camera.move(
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sf::Vector2f(0, event.mouseWheelScroll.delta) *
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WHEEL_SCROLL_SPEED
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);
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cur_center.y += event.mouseWheelScroll.delta * WHEEL_SCROLL_SPEED;
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} else {
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camera.move(
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sf::Vector2f(event.mouseWheelScroll.delta, 0) *
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WHEEL_SCROLL_SPEED
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);
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cur_center.x += event.mouseWheelScroll.delta * WHEEL_SCROLL_SPEED;
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}
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setCamera(camera);
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setCenterGoal(cur_center);
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}
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}
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@ -279,21 +273,21 @@ void Editor::frame() {
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// scroll de la caméra lorsque la souris se situe sur les bords
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if (window.hasFocus()) {
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sf::View camera = getCamera();
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sf::Vector2f cur_center = getCenterGoal();
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sf::Vector2i mouse = sf::Mouse::getPosition(window);
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// détection du dépassement sur un des 4 bords
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if (mouse.x < POINTER_SCROLL_PADDING && mouse.x >= -POINTER_SCROLL_PADDING) {
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camera.move(sf::Vector2f(-POINTER_SCROLL_SPEED, 0));
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cur_center.x -= POINTER_SCROLL_SPEED;
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} else if (mouse.x >= window_size.x - POINTER_SCROLL_PADDING && mouse.x < window_size.x + POINTER_SCROLL_PADDING) {
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camera.move(sf::Vector2f(POINTER_SCROLL_SPEED, 0));
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cur_center.x += POINTER_SCROLL_SPEED;
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} else if (mouse.y < POINTER_SCROLL_PADDING && mouse.y >= -POINTER_SCROLL_PADDING) {
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camera.move(sf::Vector2f(0, -POINTER_SCROLL_SPEED));
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cur_center.y -= POINTER_SCROLL_SPEED;
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} else if (mouse.y >= window_size.y - POINTER_SCROLL_PADDING && mouse.y < window_size.y + POINTER_SCROLL_PADDING) {
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camera.move(sf::Vector2f(0, POINTER_SCROLL_SPEED));
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cur_center.y += POINTER_SCROLL_SPEED;
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}
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setCamera(camera);
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setCenterGoal(cur_center);
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}
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// màj du titre de la fenêtre
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@ -20,7 +20,21 @@ Game::Game(Manager& manager, bool test) : Level(manager),
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mode(Game::Mode::NORMAL), test(test),
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next_frame_time(manager.getCurrentTime()),
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skipped_frames(0),
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death_cause(Game::DeathCause::NONE) {}
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death_cause(Game::DeathCause::NONE) {
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// ajout des boutons d'action de la barre d'action
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if (!isTest()) {
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action_toolbar.addButton(
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*ResourceManager::get().getImage("toolbar/icon_restart.tga"),
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std::bind(&Game::restart, this)
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);
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action_toolbar.addButton(
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*ResourceManager::get().getImage("toolbar/icon_pause.tga"),
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std::bind(&Game::switchPause, this)
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);
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}
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}
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Game::~Game() {}
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@ -51,21 +65,22 @@ void Game::processEvent(const sf::Event& event) {
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Level::processEvent(event);
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if (event.type == sf::Event::KeyPressed) {
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// en mode test, retour, échap et sortie pour revenir à l'éditeur
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// en mode test, retour, échap et espace pour revenir à l'éditeur
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if (isTest()) {
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if (event.key.code == sf::Keyboard::Space ||
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event.key.code == sf::Keyboard::Escape ||
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event.key.code == sf::Keyboard::BackSpace) {
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getManager().popState();
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return;
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}
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} else {
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// appui sur R : recommencer le niveau
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if (event.key.code == sf::Keyboard::R) {
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restart();
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}
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// appui sur espace : échange entre le mode pause et normal
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if (event.key.code == sf::Keyboard::Space) {
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if (getMode() == Game::Mode::NORMAL) {
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setMode(Game::Mode::PAUSED);
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} else if (getMode() == Game::Mode::PAUSED) {
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setMode(Game::Mode::NORMAL);
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}
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switchPause();
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}
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// appui sur retour ou échap : sortie
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@ -74,6 +89,7 @@ void Game::processEvent(const sf::Event& event) {
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getManager().popState();
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}
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}
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}
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}
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void Game::frame() {
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@ -125,7 +141,7 @@ void Game::frame() {
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}
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// on s'assure que la caméra soit centrée sur nos joueurs
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ensureCentered();
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setCenterGoal(getPlayerCenter());
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// si on a encore suffisamment de temps, ou si on a sauté
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// trop de frames, on dessine
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@ -151,17 +167,20 @@ void Game::draw() {
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Level::draw();
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}
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void Game::ensureCentered() {
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sf::View camera = getCamera();
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sf::Vector2f previous_center = camera.getCenter();
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sf::Vector2f new_center = getPlayerCenter();
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void Game::restart() {
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load();
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// on anime le centre vers le centre des joueurs
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previous_center.x = Utility::animateValue(previous_center.x, 5, new_center.x);
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previous_center.y = Utility::animateValue(previous_center.y, 5, new_center.y);
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setGravityDirection(Utility::Direction::SOUTH);
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setMode(Game::Mode::NORMAL);
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setDeathCause(Game::DeathCause::NONE);
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}
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camera.setCenter(previous_center);
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setCamera(camera);
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void Game::switchPause() {
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if (getMode() == Game::Mode::NORMAL) {
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setMode(Game::Mode::PAUSED);
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} else if (getMode() == Game::Mode::PAUSED) {
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setMode(Game::Mode::NORMAL);
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}
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}
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void Game::update() {
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@ -181,11 +181,14 @@ void Level::load() {
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setMusic(read_music);
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setBackground(read_background);
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// lecture des objets si une callback a été fournie
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// lecture des objets
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int read_object_count;
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file.read(reinterpret_cast<char*>(&read_object_count), 4);
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read_object_count = ntohl(read_object_count);
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objects.clear();
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players.clear();
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for (int i = 0; i < read_object_count; i++) {
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char read_object_type;
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file.read(&read_object_type, 1);
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@ -281,7 +284,8 @@ void Level::processEvent(const sf::Event& event) {
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}
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void Level::frame() {
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sf::Vector2i window_size = (sf::Vector2i) getManager().getWindow().getSize();
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sf::RenderWindow& window = getManager().getWindow();
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sf::Vector2i window_size = (sf::Vector2i) window.getSize();
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// mise à jour de l'icône du mute en fonction de l'état
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sf::Image image;
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@ -299,20 +303,27 @@ void Level::frame() {
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0, 0, window_size.x,
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action_toolbar.getHeight()
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));
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}
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void Level::draw() {
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sf::RenderWindow& window = getManager().getWindow();
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sf::Vector2u window_size = window.getSize();
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// animation du centre et de la rotation de la caméra
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sf::Vector2f cur_center = camera.getCenter();
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cur_center.x = Utility::animateValue(cur_center.x, 5, goal_center.x);
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cur_center.y = Utility::animateValue(cur_center.y, 5, goal_center.y);
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// animation de la rotation de la caméra
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camera_angle = Utility::animateValue(
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camera_angle, 5,
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std::fmod((float) gravity_direction * 90, 360)
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);
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camera.setCenter(cur_center);
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camera.setRotation(camera_angle + 180);
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window.setView(camera);
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}
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void Level::draw() {
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sf::RenderWindow& window = getManager().getWindow();
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sf::Vector2u window_size = window.getSize();
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// efface la scène précédente
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window.clear(sf::Color(66, 165, 245));
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@ -533,6 +544,11 @@ sf::View Level::getCamera() const {
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return camera;
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}
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void Level::setCamera(sf::View set_camera) {
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camera = set_camera;
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goal_center = set_camera.getCenter();
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}
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sf::Vector2f Level::pixelToCoords(sf::Vector2i pixel) {
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sf::RenderWindow& window = getManager().getWindow();
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sf::View old_view = window.getView();
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@ -555,8 +571,12 @@ sf::Vector2i Level::coordsToPixel(sf::Vector2f coords) {
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return pixel;
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}
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void Level::setCamera(sf::View set_camera) {
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camera = set_camera;
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sf::Vector2f Level::getCenterGoal() {
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return goal_center;
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}
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void Level::setCenterGoal(sf::Vector2f set_center) {
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goal_center = set_center;
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}
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sf::Vector2f Level::getPlayerCenter() {
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@ -7,7 +7,7 @@ float Utility::animateValue(float current, float speed, float goal) {
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float diff = gap * Manager::FRAME_TIME.asSeconds() * speed;
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// si on est très proches de la fin, on termine
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if (std::abs(gap) < .05f) {
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if (std::abs(gap) < .1f) {
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return goal;
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}
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