Chargement des textures du bloc de gravité
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2515ed0d59
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@ -6,9 +6,11 @@
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class Block : public Object {
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private:
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mutable sf::Sprite sprite;
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mutable sf::Sprite select_sprite;
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protected:
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mutable sf::Sprite sprite;
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public:
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/**
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* Identifiant unique du type "bloc"
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@ -28,6 +30,11 @@ public:
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*/
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virtual std::unique_ptr<sf::FloatRect> getAABB() const;
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/**
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* Opérations de préparation de la texture du bloc
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*/
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virtual void beforeDraw(Level& level);
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/**
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* Dessin du bloc dans la fenêtre donnée
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*/
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@ -22,6 +22,11 @@ public:
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*/
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virtual ObjectPtr clone() const;
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/**
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* Opérations de préparation de la texture du bloc
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*/
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virtual void beforeDraw(Level& level);
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/**
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* Appelé lorsque le bloc de gravité est activé par un objet
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*/
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@ -32,15 +32,12 @@ ObjectPtr Block::load(std::ifstream& file) {
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return object;
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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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ResourceManager& resources = level.getResourceManager();
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sf::RenderWindow& window = level.getWindow();
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void Block::beforeDraw(Level& level) {
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// texturage et coloration du bloc selon ses propriétés
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sprite.setTexture(
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level.getResourceManager().getTexture("block.tga")
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);
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sprite.setTexture(resources.getTexture("block.tga"));
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select_sprite.setTexture(resources.getTexture("block_select.png"));
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// coloration du bloc en fonction de sa charge
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if (getCharge() > 0) {
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sprite.setColor(sf::Color(180, 180, 255));
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} else if (getCharge() < 0) {
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@ -48,13 +45,22 @@ void Block::draw(Level& level) {
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} else {
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sprite.setColor(sf::Color::White);
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}
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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.getWindow();
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beforeDraw(level);
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sprite.setPosition(getPosition());
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select_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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select_sprite.setTexture(
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level.getResourceManager().getTexture("block_select.png")
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);
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window.draw(select_sprite);
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}
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}
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@ -10,6 +10,35 @@ ObjectPtr GravityBlock::clone() const {
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return ObjectPtr(new GravityBlock(*this));
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}
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void GravityBlock::beforeDraw(Level& level) {
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Block::beforeDraw(level);
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// texturage et coloration du bloc selon ses propriétés
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std::string texture_name = "gravity_block_";
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switch (gravity_direction) {
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case GravityDirection::NORTH:
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texture_name += "north";
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break;
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case GravityDirection::EAST:
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texture_name += "east";
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break;
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case GravityDirection::SOUTH:
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texture_name += "south";
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break;
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case GravityDirection::WEST:
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texture_name += "west";
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break;
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}
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sprite.setTexture(
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level.getResourceManager().getTexture(texture_name + ".tga")
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);
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}
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void GravityBlock::activated(Level& level, Object& object) {
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Block::activated(level, object);
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