Orientation de la caméra et des contrôles selon la gravité
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@ -24,7 +24,7 @@ private:
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sf::Sprite background;
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std::string music_name;
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sf::Vector2f gravity;
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GravityDirection gravity_direction;
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std::vector<ObjectPtr> objects;
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std::vector<std::pair<float, float>> zone;
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@ -107,14 +107,29 @@ public:
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void setBackground(sf::Sprite set_background);
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/**
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* Récupère le vecteur gravité
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* Calcule le vecteur gravité en fonction de la direction de la gravité
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*/
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sf::Vector2f getGravity() const;
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/**
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* Calcule la direction gauche en fonction de la direction de la gravité
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*/
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sf::Vector2f getLeftDirection() const;
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/**
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* Calcule la direction droite en fonction de la direction de la gravité
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*/
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sf::Vector2f getRightDirection() const;
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/**
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* Récupère la direction de la gravité
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*/
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GravityDirection getGravityDirection();
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/**
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* Modifie la direction de la gravité
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*/
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void setGravityDirection(GravityDirection direction);
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void setGravityDirection(GravityDirection set_gravity_direction);
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/**
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* Récupère la liste des objets
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@ -9,6 +9,7 @@
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#include <utility>
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const float GRAVITY = 235;
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const float MOVE = 200;
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/**
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* Dictionnaire associant les types d'objets
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@ -21,7 +22,7 @@ std::map<unsigned int, std::function<ObjectPtr(std::ifstream&)>> object_type_map
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{GravityBlock::TYPE_ID, GravityBlock::load}
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};
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Level::Level(Manager& manager) : State(manager), gravity(0, GRAVITY) {}
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Level::Level(Manager& manager) : State(manager), gravity_direction(GravityDirection::SOUTH) {}
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Level::~Level() {}
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void Level::load(std::ifstream& file) {
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@ -142,7 +143,8 @@ void Level::processEvent(const sf::Event& event) {
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void Level::draw() {
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sf::RenderWindow& window = getWindow();
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// passage sur la vue caméra
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// rotation de la caméra selon la gravité et passage sur cette vue
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camera.setRotation(180 + (float) gravity_direction * 90);
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window.setView(camera);
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// efface la scène précédente et dessine la couche de fond
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@ -195,27 +197,51 @@ void Level::setBackground(sf::Sprite set_background) {
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}
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sf::Vector2f Level::getGravity() const {
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return gravity;
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}
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void Level::setGravityDirection(GravityDirection direction) {
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switch (direction) {
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switch (gravity_direction) {
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case GravityDirection::NORTH:
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gravity = sf::Vector2f(0, -GRAVITY);
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break;
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return sf::Vector2f(0, -GRAVITY);
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case GravityDirection::EAST:
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gravity = sf::Vector2f(GRAVITY, 0);
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break;
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return sf::Vector2f(GRAVITY, 0);
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case GravityDirection::SOUTH:
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gravity = sf::Vector2f(0, GRAVITY);
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break;
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return sf::Vector2f(0, GRAVITY);
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case GravityDirection::WEST:
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gravity = sf::Vector2f(-GRAVITY, 0);
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break;
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return sf::Vector2f(-GRAVITY, 0);
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}
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return sf::Vector2f(0, 0);
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}
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sf::Vector2f Level::getLeftDirection() const {
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switch (gravity_direction) {
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case GravityDirection::NORTH:
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return sf::Vector2f(MOVE, 0);
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case GravityDirection::EAST:
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return sf::Vector2f(0, MOVE);
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case GravityDirection::SOUTH:
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return sf::Vector2f(-MOVE, 0);
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case GravityDirection::WEST:
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return sf::Vector2f(0, -MOVE);
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}
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return sf::Vector2f(0, 0);
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}
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sf::Vector2f Level::getRightDirection() const {
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return -1.f * getLeftDirection();
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}
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GravityDirection Level::getGravityDirection() {
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return gravity_direction;
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}
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void Level::setGravityDirection(GravityDirection set_gravity_direction) {
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gravity_direction = set_gravity_direction;
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}
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std::vector<ObjectPtr>& Level::getObjects() {
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@ -42,21 +42,21 @@ sf::Vector2f Player::getForces(const Level& level) const {
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// déplacement de la balle après appui sur les touches de direction
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if (getPlayerNumber() == 0) {
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if (level.isKeyPressed(sf::Keyboard::Left)) {
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forces += sf::Vector2f(-Constants::MOVE, 0);
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forces += level.getLeftDirection();
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}
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if (level.isKeyPressed(sf::Keyboard::Right)) {
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forces += sf::Vector2f(Constants::MOVE, 0);
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forces += level.getRightDirection();
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}
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}
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if (getPlayerNumber() == 1) {
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if (level.isKeyPressed(sf::Keyboard::Q)) {
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forces += sf::Vector2f(-Constants::MOVE, 0);
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forces += level.getLeftDirection();
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}
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if (level.isKeyPressed(sf::Keyboard::D)) {
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forces += sf::Vector2f(Constants::MOVE, 0);
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forces += level.getRightDirection();
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}
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}
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