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				|  | @ -1,2 +1,3 @@ | |||
| build/*.o | ||||
| build/ptf | ||||
| *~ | ||||
|  |  | |||
							
								
								
									
										49
									
								
								ball.cpp~
								
								
								
								
							
							
						
						
									
										49
									
								
								ball.cpp~
								
								
								
								
							|  | @ -1,49 +0,0 @@ | |||
| #include "ball.hpp" | ||||
| 
 | ||||
| void Ball::draw(sf::RenderWindow& window) { | ||||
|     shape.setPosition(position); | ||||
|     window.draw(shape); | ||||
| } | ||||
| 
 | ||||
| sf::Vector2f Ball::getForces(State state) { | ||||
|     sf::Vector2f forces = PhysicsObject::getForces(state); | ||||
| 
 | ||||
|     // déplacement de la balle après appui sur les touches de direction
 | ||||
|     if (state.goLeftKey) { | ||||
|         forces += sf::Vector2f(-Ball::MOVE, 0); | ||||
|     } | ||||
| 
 | ||||
|     if (state.goRightKey) { | ||||
|         forces += sf::Vector2f(Ball::MOVE, 0); | ||||
|     } | ||||
| 
 | ||||
|     // force d'attraction entre les balles et les blocs chargés
 | ||||
|     if (getCharge() != 0) { | ||||
|         for (unsigned int j = 0; j < state.objects.size(); j++) { | ||||
|             Object *attractive = state.objects[j]; | ||||
| 
 | ||||
|             if (attractive == this || attractive->getCharge() == 0) { | ||||
|                 continue; | ||||
|             } | ||||
| 
 | ||||
|             // vecteur allant de l'objet attirant vers l'objet considéré
 | ||||
|             sf::Vector2f attraction(position - attractive->getPosition()); | ||||
| 
 | ||||
|             // la norme de ce vecteur est la distance entre les objets
 | ||||
|             float distanceSquared = attraction.x * attraction.x + | ||||
|                 attraction.y * attraction.y; | ||||
| 
 | ||||
|             // normalisation du vecteur direction qui porte
 | ||||
|             // la force d'attraction, puis application de la norme
 | ||||
|             attraction /= std::sqrt(distanceSquared); | ||||
|             attraction *= Ball::ATTRACTION * ( | ||||
|                 (charge * attractive->getCharge()) / | ||||
|                 distanceSquared | ||||
|             ); | ||||
| 
 | ||||
|             forces += attraction; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     return forces; | ||||
| } | ||||
							
								
								
									
										40
									
								
								ball.hpp~
								
								
								
								
							
							
						
						
									
										40
									
								
								ball.hpp~
								
								
								
								
							|  | @ -1,40 +0,0 @@ | |||
| #ifndef __PTF_BALL_HPP__ | ||||
| #define __PTF_BALL_HPP__ | ||||
| 
 | ||||
| #include <SFML/Graphics.hpp> | ||||
| #include <iostream> | ||||
| #include "state.hpp" | ||||
| #include "physics_object.hpp" | ||||
| 
 | ||||
| class Ball : public PhysicsObject { | ||||
| protected: | ||||
|     sf::CircleShape shape; | ||||
| 
 | ||||
|     /**
 | ||||
|      * Calcule les forces appliquées à l'objet | ||||
|      */ | ||||
|     virtual sf::Vector2f getForces(State state); | ||||
| 
 | ||||
|     static constexpr float ATTRACTION = 25000; | ||||
|     static constexpr float MOVE = 100; | ||||
| 
 | ||||
| public: | ||||
|     Ball(float x, float y) : PhysicsObject(x, y), shape(10 * mass) { | ||||
|         shape.setOrigin(sf::Vector2f(10 * mass, 10 * mass)); | ||||
|         shape.setFillColor(sf::Color(255, 245, 131)); | ||||
|     } | ||||
| 
 | ||||
|     /**
 | ||||
|      * Dessine la balle dans la fenêtre donnée | ||||
|      */ | ||||
|     void draw(sf::RenderWindow& window); | ||||
| 
 | ||||
|     /**
 | ||||
|      * Détermine la couche d'affichage de l'objet | ||||
|      */ | ||||
|     unsigned int getLayer() { | ||||
|         return 1; | ||||
|     } | ||||
| }; | ||||
| 
 | ||||
| #endif | ||||
							
								
								
									
										29
									
								
								block.cpp~
								
								
								
								
							
							
						
						
									
										29
									
								
								block.cpp~
								
								
								
								
							|  | @ -1,29 +0,0 @@ | |||
| #include "block.hpp" | ||||
| 
 | ||||
| void Block::draw(sf::RenderWindow& window) { | ||||
| 	 | ||||
| 	//chargement de la texture de test
 | ||||
| 	if (!texture.loadFromFile("./Images/texture_test.jpeg")) | ||||
| 	{ | ||||
|     	//erreur
 | ||||
| 	} | ||||
| 	shape.setTexture(&texture);	 | ||||
| 	shape.setTextureRect(sf::IntRect(5, 5, 10, 10)); | ||||
| 
 | ||||
|     if (charge > 0) { | ||||
|         shape.setFillColor(sf::Color(0, 0, 255)); | ||||
|     } else if (charge < 0) { | ||||
|         shape.setFillColor(sf::Color(255, 0, 0)); | ||||
|     } else { | ||||
|         shape.setFillColor(sf::Color(75, 75, 75)); | ||||
|     } | ||||
| 
 | ||||
|     shape.setPosition(position); | ||||
|     window.draw(shape); | ||||
| 
 | ||||
| 	 | ||||
| } | ||||
| 
 | ||||
| void Block::update(State state) { | ||||
|     // rien à mettre à jour
 | ||||
| } | ||||
							
								
								
									
										42
									
								
								block.hpp~
								
								
								
								
							
							
						
						
									
										42
									
								
								block.hpp~
								
								
								
								
							|  | @ -1,42 +0,0 @@ | |||
| #ifndef __PTF_BLOCK_HPP__ | ||||
| #define __PTF_BLOCK_HPP__ | ||||
| 
 | ||||
| #include <SFML/Graphics.hpp> | ||||
| #include <iostream> | ||||
| #include "object.hpp" | ||||
| #include "state.hpp" | ||||
| 
 | ||||
| class Block : public Object { | ||||
| protected: | ||||
| 	sf::Texture texture; | ||||
| 	sf::Sprite sprite; | ||||
|     sf::RectangleShape shape; | ||||
| 
 | ||||
| public: | ||||
|     static constexpr float GRID = 32; | ||||
| 
 | ||||
|     Block(float x, float y) : Object(x, y), shape(sf::Vector2f(Block::GRID, Block::GRID)) { | ||||
|         shape.setOrigin(sf::Vector2f(Block::GRID / 2, Block::GRID / 2)); | ||||
|         shape.setFillColor(sf::Color(0, 0, 0)); | ||||
|     } | ||||
| 
 | ||||
|     /**
 | ||||
|      * Dessin du bloc dans la fenêtre donnée | ||||
|      */ | ||||
|     void draw(sf::RenderWindow& window); | ||||
| 
 | ||||
|     /**
 | ||||
|      * Met à jour l'objet juste avant le dessin d'une frame | ||||
|      * Reçoit l'état actuel du moteur | ||||
|      */ | ||||
|     void update(State state); | ||||
| 
 | ||||
|     /**
 | ||||
|      * Détermine la couche d'affichage de l'objet | ||||
|      */ | ||||
|     unsigned int getLayer() { | ||||
|         return 0; | ||||
|     } | ||||
| }; | ||||
| 
 | ||||
| #endif | ||||
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