Nettoyage du code (suppression #include inutiles, variables globales)
This commit is contained in:
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87dc7aa715
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ca3d36bea8
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@ -1,4 +0,0 @@
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{
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"cmd": "cd {PROJECT_PATH} && cmake {PROJECT_PATH} && make",
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"name": "cmake"
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}
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@ -6,6 +6,7 @@
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#include "object.hpp"
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class Game;
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class ResourceManager;
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class Level;
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class Block : public Object {
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@ -1,27 +0,0 @@
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#ifndef __SKIZZLE_CONSTANTS_HPP__
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#define __SKIZZLE_CONSTANTS_HPP__
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#include <SFML/System.hpp>
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namespace Constants {
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/**
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* Constante d'attraction. Utilisée dans la formule
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* pour le calcul de l'attraction coulombienne entre
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* deux objets
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*/
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static const float ATTRACTION = 500000;
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/**
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* Correction positionnelle : pourcentage de correction
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* et seuil de correction
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*/
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static const float CORRECTION_PERCENTAGE = .5f;
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static const float CORRECTION_SLOP = .02f;
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/**
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* Taille de la grille des blocs en pixels
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*/
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static const float GRID = 32;
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}
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#endif
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@ -4,7 +4,8 @@
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#include <SFML/Graphics.hpp>
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#include <memory>
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#include "block.hpp"
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#include "game.hpp"
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class Game;
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class FinishBlock : public Block {
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public:
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@ -2,7 +2,7 @@
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#define __PTF_GAME_HPP__
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#include "level.hpp"
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#include "editor.hpp"
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#include "widget_timer.hpp"
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/**
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* La classe Game gère l'affichage et les objets
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@ -25,7 +25,6 @@ private:
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sf::Time next_frame_time;
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std::vector<Object::Ptr> pending_kill;
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std::shared_ptr<Editor> return_state;
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Mode mode;
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DeathCause death_cause;
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@ -4,7 +4,9 @@
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#include <SFML/Graphics.hpp>
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#include <memory>
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#include "block.hpp"
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#include "game.hpp"
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class Game;
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enum class GravityDirection;
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class GravityBlock : public Block {
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public:
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@ -4,7 +4,8 @@
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#include <SFML/Graphics.hpp>
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#include <memory>
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#include "block.hpp"
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#include "game.hpp"
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class Game;
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class KillBlock : public Block {
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public:
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@ -6,8 +6,8 @@
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#include "state.hpp"
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#include "object.hpp"
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#include "player.hpp"
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#include "manager.hpp"
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#include "resource_manager.hpp"
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class Manager;
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// liste des directions de la gravité
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enum class GravityDirection {NORTH, EAST, SOUTH, WEST};
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@ -2,10 +2,11 @@
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#define __SKIZZLE_MANAGER_HPP__
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#include "resource_manager.hpp"
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#include "state.hpp"
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#include <memory>
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#include <stack>
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class State;
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/**
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* Gestionnaire principal de tous les états, vues et
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* ressources du jeu
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@ -37,6 +38,11 @@ public:
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*/
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static const sf::Time FRAME_TIME;
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/**
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* Taille d'une case de la grille du jeu
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*/
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static const float GRID;
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Manager();
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/**
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@ -1,11 +1,12 @@
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#ifndef __PTF_MENU_HPP__
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#define __PTF_MENU_HPP__
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#include "manager.hpp"
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#include "state.hpp"
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#include <functional>
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#include <vector>
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class Manager;
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/**
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* La classe Menu charge le menu du jeu
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* et permet de choisir entre jouer, lire les règles
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@ -5,8 +5,6 @@
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#include <fstream>
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#include <memory>
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#include "collision.hpp"
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#include "manager.hpp"
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#include "resource_manager.hpp"
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class Level;
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class Game;
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@ -53,16 +51,6 @@ protected:
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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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* Identifiants uniques des propriétés communes modifiables
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*/
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static const unsigned int PROP_MASS;
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static const unsigned int PROP_CHARGE;
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static const unsigned int PROP_RESTITUTION;
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static const unsigned int PROP_STATIC_FRICTION;
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static const unsigned int PROP_DYNAMIC_FRICTION;
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static const unsigned int PROP_LAYER;
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Object();
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virtual ~Object();
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@ -1,9 +1,10 @@
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#ifndef __PTF_RULES_HPP__
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#define __PTF_RULES_HPP__
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#include "manager.hpp"
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#include "state.hpp"
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class Manager;
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/**
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* La classe Rules affiche les règles du jeu
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*/
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@ -26,5 +27,4 @@ public:
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virtual void frame();
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};
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#endif
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@ -4,7 +4,6 @@
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#include <SFML/Graphics.hpp>
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class ResourceManager;
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class Object;
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class Manager;
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/**
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#include <SFML/Graphics.hpp>
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#include <memory>
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#include "block.hpp"
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#include "game.hpp"
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class Game;
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class SwitchBlock : public Block {
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public:
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@ -3,7 +3,8 @@
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#include <SFML/Graphics.hpp>
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#include <functional>
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#include "manager.hpp"
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class Manager;
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/**
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* Affiche un bouton pouvant être cliqué
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#include <SFML/Graphics.hpp>
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#include <functional>
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#include "widget_button.hpp"
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#include "manager.hpp"
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class Manager;
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/**
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* Affiche le compteur de temps pouvant (ou non)
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#include <functional>
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#include "object.hpp"
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#include "level.hpp"
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#include "manager.hpp"
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class Manager;
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/**
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* Représente un objet plaçable depuis la barre d'outils
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#include "level.hpp"
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#include "game.hpp"
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#include "player.hpp"
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#include "constants.hpp"
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#include "resource_manager.hpp"
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#include "manager.hpp"
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const unsigned int Block::TYPE_ID = 2;
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Block::Block() : Object() {
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aabb = sf::FloatRect(
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-Constants::GRID / 2,
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-Constants::GRID / 2,
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Constants::GRID,
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Constants::GRID
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-Manager::GRID / 2,
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-Manager::GRID / 2,
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Manager::GRID,
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Manager::GRID
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);
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}
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}
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float Block::getRadius() const {
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return Constants::GRID / 2;
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return Manager::GRID / 2;
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}
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unsigned int Block::getTypeId() const {
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#include <utility>
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#include <cmath>
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/**
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* Définition des variables et fonctions globales internes
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* (accessibles uniquement dans ce fichier)
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*/
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namespace {
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/**
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* Détermination des informations sur une collision entre
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* un cercle et un rectangle
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return true;
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}
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}
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CollisionData::CollisionData() {}
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bool getCollisionData(CollisionData& data) {
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#include "manager.hpp"
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#include "editor.hpp"
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#include "game.hpp"
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#include "block.hpp"
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#include "constants.hpp"
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#include <cmath>
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#include <algorithm>
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/**
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* Définition des variables et fonctions globales internes
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* (accessibles uniquement dans ce fichier)
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*/
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namespace {
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const sf::Color SELECT_RECT_COLOR = sf::Color(33, 33, 33, 40);
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const sf::Color SELECT_RECT_BORDER_COLOR = sf::Color(33, 33, 33, 127);
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const sf::Color ZONE_POINT_COLOR = sf::Color(140, 15, 15, 255);
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const float WHEEL_SCROLL_SPEED = -7.f;
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const float POINTER_SCROLL_SPEED = 5.f;
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const int POINTER_SCROLL_PADDING = 10;
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}
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/**
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* Arrondit le vecteur donné à une position
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* sur la grille
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*/
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inline sf::Vector2f roundVectorToGrid(sf::Vector2f input) {
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input /= Constants::GRID;
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input /= Manager::GRID;
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input.x = round(input.x);
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input.y = round(input.y);
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input *= Constants::GRID;
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input *= Manager::GRID;
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return input;
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}
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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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#include <iostream>
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#include <cmath>
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#include "manager.hpp"
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#include "game.hpp"
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#include "player.hpp"
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#include "constants.hpp"
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Game::Game(Manager& manager) : Level(manager),
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widget_timer(manager, false),
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#include "resource_manager.hpp"
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#include "gravity_block.hpp"
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#include "game.hpp"
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#include "resource_manager.hpp"
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#include "kill_block.hpp"
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#include "game.hpp"
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#include "player.hpp"
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#include "constants.hpp"
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#include "manager.hpp"
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#include "level.hpp"
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#include "player.hpp"
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#include "block.hpp"
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#include <functional>
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#include <queue>
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/**
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* Définition des variables et fonctions globales internes
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* (accessibles uniquement dans ce fichier)
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*/
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namespace {
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/**
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* Constante de gravité
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*/
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file.read(reinterpret_cast<char*>(&pos_x), 4);
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file.read(reinterpret_cast<char*>(&pos_y), 4);
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pos_x *= Constants::GRID;
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pos_y *= Constants::GRID;
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pos_x *= Manager::GRID;
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pos_y *= Manager::GRID;
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zone.push_back(sf::Vector2f(pos_x, pos_y));
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}
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object_callback(object_type_map[object_type](file));
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}
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}
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}
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Level::Level(Manager& manager) : State(manager) {
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sf::Vector2u window_size = getWindow().getSize();
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file.write(&control_points, 1);
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for (int i = 0; i < control_points; i++) {
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float pos_x = zone[i].x / Constants::GRID;
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float pos_y = zone[i].y / Constants::GRID;
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float pos_x = zone[i].x / Manager::GRID;
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float pos_y = zone[i].y / Manager::GRID;
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file.write(reinterpret_cast<char*>(&pos_x), 4);
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file.write(reinterpret_cast<char*>(&pos_y), 4);
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#include "state.hpp"
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#include "manager.hpp"
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const unsigned int Manager::FPS = 60;
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const sf::Time Manager::FRAME_TIME = sf::seconds(1.f / Manager::FPS);
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const float Manager::GRID = 32;
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Manager::Manager() : title(sf::String(L"")) {
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// préchargement des textures
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#include "manager.hpp"
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#include "menu.hpp"
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#include "rules.hpp"
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#include "editor.hpp"
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#include "game.hpp"
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#include <cmath>
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const float MAX_WIDTH_PROPORTION = 1.f / 3.f;
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Menu::Menu(Manager& manager) : State(manager) {
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background.setTexture(getResourceManager().getTexture("bg_menu.tga"));
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loadMainMenu();
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#include "manager.hpp"
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#include "object.hpp"
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#include "game.hpp"
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#include "constants.hpp"
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#include "collision.hpp"
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#include <cmath>
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const unsigned int Object::PROP_MASS = 1;
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/**
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* Définition des variables et fonctions globales internes
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* (accessibles uniquement dans ce fichier)
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*/
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namespace {
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// identifiant de la propriété de masse et sa valeur par défaut
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// (une masse de zéro représente une masse infinie)
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const unsigned int PROP_MASS = 1;
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const float DEFAULT_MASS = 0.f;
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const unsigned int Object::PROP_CHARGE = 2;
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// identifiant de la propriété de charge et sa valeur par défaut
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const unsigned int PROP_CHARGE = 2;
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const float DEFAULT_CHARGE = 0.f;
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const unsigned int Object::PROP_RESTITUTION = 3;
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// identifiant de la propriété de restitution et sa valeur par défaut
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// (plus la restitution est forte, plus les objets rebondissent)
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const unsigned int PROP_RESTITUTION = 3;
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const float DEFAULT_RESTITUTION = 0.4f;
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const unsigned int Object::PROP_STATIC_FRICTION = 4;
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// identifiant du coefficient de frottement statique et sa valeur par défaut
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// (coefficient proportionnel à la qté d'énergie nécessaire pour mettre
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// en mouvement l'objet)
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const unsigned int PROP_STATIC_FRICTION = 4;
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const float DEFAULT_STATIC_FRICTION = 0.4f;
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const unsigned int Object::PROP_DYNAMIC_FRICTION = 5;
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// identifiant du coefficient de frottement dynamique et sa valeur par défaut
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// (coefficient proportionnel aux pertes d'énergie en mouvement)
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const unsigned int PROP_DYNAMIC_FRICTION = 5;
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const float DEFAULT_DYNAMIC_FRICTION = 0.2f;
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const unsigned int Object::PROP_LAYER = 6;
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// identifiant de la propriété calque et sa valeur par défaut
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// (les objets sur deux calques différents n'entrent pas en collision,
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// et les objets sont dessinés par ordre de calque)
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const unsigned int PROP_LAYER = 6;
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const int DEFAULT_LAYER = 0;
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// coefficient d'attraction. Proportionnel à la quantité d'énergie
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// fournie par un objet chargé
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const float ATTRACTION = 500000;
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// coefficients de correction positionnelle permettant de réduire
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// la visibilité des erreurs d'arrondi des flottants. Le pourcentage
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// de correction indique la proportion de correction par rapport à la
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// vitesse et le seuil indique le minimum de correction appliqué
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const float CORRECTION_PERCENTAGE = .5f;
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const float CORRECTION_SLOP = .02f;
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}
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Object::Object() :
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acceleration(0, 0), velocity(0, 0), position(0, 0),
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selected(false), inv_mass(-1.f),
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// valeurs par défaut pour les propriétés
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// de tous les objets du jeu
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mass(DEFAULT_MASS),
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charge(DEFAULT_CHARGE),
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restitution(DEFAULT_RESTITUTION),
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file.read(reinterpret_cast<char*>(&pos_y), 4);
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object->setPosition(sf::Vector2f(
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pos_x * Constants::GRID, pos_y * Constants::GRID
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||||
pos_x * Manager::GRID, pos_y * Manager::GRID
|
||||
));
|
||||
|
||||
// lecture des propriétés facultatives
|
||||
|
@ -48,37 +80,37 @@ void Object::init(std::ifstream& file, Object::Ptr object) {
|
|||
|
||||
while (file.read(&prop_type, 1)) {
|
||||
switch (prop_type) {
|
||||
case Object::PROP_MASS:
|
||||
case PROP_MASS:
|
||||
float mass;
|
||||
file.read(reinterpret_cast<char*>(&mass), 4);
|
||||
object->setMass(mass);
|
||||
break;
|
||||
|
||||
case Object::PROP_CHARGE:
|
||||
case PROP_CHARGE:
|
||||
float charge;
|
||||
file.read(reinterpret_cast<char*>(&charge), 4);
|
||||
object->setCharge(charge);
|
||||
break;
|
||||
|
||||
case Object::PROP_RESTITUTION:
|
||||
case PROP_RESTITUTION:
|
||||
float restitution;
|
||||
file.read(reinterpret_cast<char*>(&restitution), 4);
|
||||
object->setRestitution(restitution);
|
||||
break;
|
||||
|
||||
case Object::PROP_STATIC_FRICTION:
|
||||
case PROP_STATIC_FRICTION:
|
||||
float static_friction;
|
||||
file.read(reinterpret_cast<char*>(&static_friction), 4);
|
||||
object->setStaticFriction(static_friction);
|
||||
break;
|
||||
|
||||
case Object::PROP_DYNAMIC_FRICTION:
|
||||
case PROP_DYNAMIC_FRICTION:
|
||||
float dynamic_friction;
|
||||
file.read(reinterpret_cast<char*>(&dynamic_friction), 4);
|
||||
object->setDynamicFriction(dynamic_friction);
|
||||
break;
|
||||
|
||||
case Object::PROP_LAYER:
|
||||
case PROP_LAYER:
|
||||
char layer;
|
||||
file.read(&layer, 1);
|
||||
object->setLayer((int) layer - 127);
|
||||
|
@ -93,8 +125,8 @@ void Object::init(std::ifstream& file, Object::Ptr object) {
|
|||
|
||||
void Object::save(std::ofstream& file) const {
|
||||
// écriture de la position de l'objet
|
||||
float pos_x = getPosition().x / Constants::GRID;
|
||||
float pos_y = getPosition().y / Constants::GRID;
|
||||
float pos_x = getPosition().x / Manager::GRID;
|
||||
float pos_y = getPosition().y / Manager::GRID;
|
||||
|
||||
file.write(reinterpret_cast<const char*>(&pos_x), 4);
|
||||
file.write(reinterpret_cast<const char*>(&pos_y), 4);
|
||||
|
@ -103,37 +135,37 @@ void Object::save(std::ofstream& file) const {
|
|||
char prop_type;
|
||||
|
||||
if (mass != DEFAULT_MASS) {
|
||||
prop_type = Object::PROP_MASS;
|
||||
prop_type = PROP_MASS;
|
||||
file.write(&prop_type, 1);
|
||||
file.write(reinterpret_cast<const char*>(&mass), 4);
|
||||
}
|
||||
|
||||
if (charge != DEFAULT_CHARGE) {
|
||||
prop_type = Object::PROP_CHARGE;
|
||||
prop_type = PROP_CHARGE;
|
||||
file.write(&prop_type, 1);
|
||||
file.write(reinterpret_cast<const char*>(&charge), 4);
|
||||
}
|
||||
|
||||
if (restitution != DEFAULT_RESTITUTION) {
|
||||
prop_type = Object::PROP_RESTITUTION;
|
||||
prop_type = PROP_RESTITUTION;
|
||||
file.write(&prop_type, 1);
|
||||
file.write(reinterpret_cast<const char*>(&restitution), 4);
|
||||
}
|
||||
|
||||
if (static_friction != DEFAULT_STATIC_FRICTION) {
|
||||
prop_type = Object::PROP_STATIC_FRICTION;
|
||||
prop_type = PROP_STATIC_FRICTION;
|
||||
file.write(&prop_type, 1);
|
||||
file.write(reinterpret_cast<const char*>(&static_friction), 4);
|
||||
}
|
||||
|
||||
if (dynamic_friction != DEFAULT_DYNAMIC_FRICTION) {
|
||||
prop_type = Object::PROP_DYNAMIC_FRICTION;
|
||||
prop_type = PROP_DYNAMIC_FRICTION;
|
||||
file.write(&prop_type, 1);
|
||||
file.write(reinterpret_cast<const char*>(&dynamic_friction), 4);
|
||||
}
|
||||
|
||||
if (layer != DEFAULT_LAYER) {
|
||||
prop_type = Object::PROP_LAYER;
|
||||
prop_type = PROP_LAYER;
|
||||
file.write(&prop_type, 1);
|
||||
|
||||
char write_layer = layer + 127;
|
||||
|
@ -176,7 +208,7 @@ sf::Vector2f Object::getForces(const Game& game) const {
|
|||
// normalisation du vecteur direction qui porte
|
||||
// la force d'attraction, puis application de la norme
|
||||
attraction /= std::sqrt(distance_squared);
|
||||
attraction *= Constants::ATTRACTION * (
|
||||
attraction *= ATTRACTION * (
|
||||
(getCharge() * attractive->getCharge()) /
|
||||
distance_squared
|
||||
);
|
||||
|
@ -294,9 +326,8 @@ void Object::solveCollision(Game& game, Object::Ptr obj, const sf::Vector2f& nor
|
|||
}
|
||||
|
||||
void Object::positionalCorrection(Object::Ptr obj, const sf::Vector2f& normal, float depth) {
|
||||
float position_correction = std::max(depth - Constants::CORRECTION_SLOP, 0.0f) /
|
||||
(getMassInvert() + obj->getMassInvert()) *
|
||||
Constants::CORRECTION_PERCENTAGE;
|
||||
float position_correction = std::max(depth - CORRECTION_SLOP, 0.0f) /
|
||||
(getMassInvert() + obj->getMassInvert()) * CORRECTION_PERCENTAGE;
|
||||
|
||||
setPosition(getPosition() - getMassInvert() * position_correction * normal);
|
||||
obj->setPosition(obj->getPosition() + obj->getMassInvert() * position_correction * normal);
|
||||
|
|
|
@ -1,10 +1,6 @@
|
|||
#include "manager.hpp"
|
||||
#include "player.hpp"
|
||||
#include "game.hpp"
|
||||
#include "game.hpp"
|
||||
#include "block.hpp"
|
||||
#include "constants.hpp"
|
||||
#include <iostream>
|
||||
#include <array>
|
||||
|
||||
const unsigned int Player::TYPE_ID = 1;
|
||||
|
||||
|
|
|
@ -2,9 +2,6 @@
|
|||
#include <iostream>
|
||||
#include <algorithm>
|
||||
|
||||
using dir_iter = boost::filesystem::directory_iterator;
|
||||
using fs_path = boost::filesystem::path;
|
||||
|
||||
ResourceManager::ResourceManager() : preloaded(false),
|
||||
music_volume(20), playing_state(false), current_music("") {
|
||||
// initialisation de la musique en bouclage et au volume par défaut
|
||||
|
@ -17,8 +14,8 @@ void ResourceManager::preload() {
|
|||
return;
|
||||
}
|
||||
|
||||
fs_path current = boost::filesystem::current_path();
|
||||
dir_iter end;
|
||||
boost::filesystem::path current = boost::filesystem::current_path();
|
||||
boost::filesystem::directory_iterator end;
|
||||
|
||||
// on garde une référence aux chemins des différentes ressources
|
||||
textures_path = current / "res/textures";
|
||||
|
@ -27,7 +24,7 @@ void ResourceManager::preload() {
|
|||
musics_path = current / "res/musics";
|
||||
|
||||
// préchargement de toutes les textures
|
||||
for (dir_iter it(textures_path); it != end; ++it) {
|
||||
for (boost::filesystem::directory_iterator it(textures_path); it != end; ++it) {
|
||||
if (boost::filesystem::is_regular_file(it->path())) {
|
||||
std::string full_path = boost::filesystem::canonical(it->path()).string();
|
||||
std::string name = it->path().filename().string();
|
||||
|
@ -47,7 +44,7 @@ void ResourceManager::preload() {
|
|||
}
|
||||
|
||||
// préchargement de toutes les polices
|
||||
for (dir_iter it(fonts_path); it != end; ++it) {
|
||||
for (boost::filesystem::directory_iterator it(fonts_path); it != end; ++it) {
|
||||
if (boost::filesystem::is_regular_file(it->path())) {
|
||||
std::string full_path = boost::filesystem::canonical(it->path()).string();
|
||||
std::string name = it->path().filename().string();
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
#include "rules.hpp"
|
||||
#include <cmath>
|
||||
#include "manager.hpp"
|
||||
|
||||
Rules::Rules(Manager& manager) : State(manager) {
|
||||
background.setTexture(getResourceManager().getTexture("bg_rules.png"));
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
#include "manager.hpp"
|
||||
#include "switch_block.hpp"
|
||||
#include "game.hpp"
|
||||
|
||||
|
|
|
@ -1,12 +1,19 @@
|
|||
#include "manager.hpp"
|
||||
#include "widget_button.hpp"
|
||||
|
||||
const unsigned int WidgetButton::ARROW_UP = 0;
|
||||
const unsigned int WidgetButton::ARROW_DOWN = 1;
|
||||
|
||||
/**
|
||||
* Définition des variables et fonctions globales internes
|
||||
* (accessibles uniquement dans ce fichier)
|
||||
*/
|
||||
namespace {
|
||||
const sf::Color ARROW_COLOR = sf::Color(33, 33, 33);
|
||||
const sf::Color NORMAL_COLOR = sf::Color(230, 230, 230);
|
||||
const sf::Color HOVER_COLOR = sf::Color(220, 220, 220);
|
||||
const sf::Color ACTIVE_COLOR = sf::Color(190, 190, 190);
|
||||
}
|
||||
|
||||
WidgetButton::WidgetButton(
|
||||
Manager& manager, std::function<void(void)> click_cb,
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
#include "manager.hpp"
|
||||
#include "widget_timer.hpp"
|
||||
#include <cmath>
|
||||
|
||||
WidgetTimer::WidgetTimer(Manager& manager, bool can_change, std::function<void(int)> time_left_cb) :
|
||||
manager(manager), can_change(can_change), time_left_cb(time_left_cb),
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
#include "manager.hpp"
|
||||
#include "widget_toolbar.hpp"
|
||||
#include "block.hpp"
|
||||
#include "player.hpp"
|
||||
|
@ -7,7 +8,14 @@
|
|||
#include "kill_block.hpp"
|
||||
#include <utility>
|
||||
|
||||
|
||||
/**
|
||||
* Définition des variables et fonctions globales internes
|
||||
* (accessibles uniquement dans ce fichier)
|
||||
*/
|
||||
namespace {
|
||||
const int PADDING = 8;
|
||||
}
|
||||
|
||||
ToolbarCategory::Ptr WidgetToolbar::addCategory(sf::String name) {
|
||||
auto cat = ToolbarCategory::Ptr(new ToolbarCategory);
|
||||
|
|
Loading…
Reference in New Issue