Grid - widget for holding multi-layer map data
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6d05f8bc63
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#include "Grid.h"
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#include <cmath>
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GridPoint::GridPoint():
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color(0, 0, 0, 0), walkable(true), tilesprite(-1), transparent(true), visible(false), discovered(false), color_overlay(0,0,0,255), tile_overlay(-1), uisprite(-1)
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{};
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void Grid::setSprite(int ti)
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{
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int tx = ti % texture_width, ty = ti / texture_width;
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sprite.setTextureRect(sf::IntRect(tx * grid_size, ty * grid_size, grid_size, grid_size));
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}
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Grid::Grid(int gx, int gy, int gs, int _x, int _y, int _w, int _h):
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grid_size(gs),
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grid_x(gx), grid_y(gy),
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zoom(1.0f), center_x(gx), center_y(gy),
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texture_width(12), texture_height(11)
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{
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//grid_size = gs;
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//zoom = 1.0f;
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//grid_x = gx;
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//grid_y = gy;
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points.resize(gx*gy);
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box.setSize(sf::Vector2f(_w, _h));
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box.setPosition(sf::Vector2f(_x, _y));
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box.setFillColor(sf::Color(0,0,0,0));
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renderTexture.create(_w, _h);
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texture.loadFromFile("./assets/kenney_tinydungeon.png");
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texture.setSmooth(false);
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sprite.setTexture(texture);
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//output.setSize(box.getSize());
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output.setTextureRect(
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sf::IntRect(0, 0,
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box.getSize().x, box.getSize().y));
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output.setPosition(box.getPosition());
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// textures are upside-down inside renderTexture
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output.setTexture(renderTexture.getTexture());
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// Show one texture at a time
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sprite.setTexture(texture);
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}
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void Grid::render(sf::RenderWindow & window)
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{
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renderTexture.clear();
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//renderTexture.draw(box);
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// sprites that are visible according to zoom, center_x, center_y, and box width
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auto box_size = box.getSize();
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float view_width = box_size.x / (grid_size * zoom);
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float view_height = box_size.y / (grid_size * zoom);
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float top_offset = (center_y * grid_size) - box_size.y/2.0f;
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float left_offset = (center_x * grid_size) - box_size.x/2.0f;
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sprite.setScale(sf::Vector2f(zoom, zoom));
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auto box_pos = box.getPosition();
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int x_start = std::floor(center_x - view_width/2.0f);
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int x_end = std::ceil(center_x + view_width/2.0f);
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int y_start = std::floor(center_y - view_height/2.0f);
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int y_end = std::ceil(center_y + view_height/2.0f);
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for (int x = 0;
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x < grid_x; //x < view_width;
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x++)
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{
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for (int y = 0;
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y < grid_y; //y < view_height;
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y++)
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{
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// convert grid's coordinate to pixel coords to draw
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//float window_x = (x_start + x) * grid_size * zoom;
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//float window_y = (y_start + y) * grid_size * zoom;
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float natural_x = x * grid_size * zoom;
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float natural_y = y * grid_size * zoom;
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sprite.setPosition(
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sf::Vector2f(natural_x - left_offset,
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natural_y - top_offset));
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auto gridPoint = at(x, y);
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// color?
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// tilesprite
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// if discovered but not visible, set opacity to 90%
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// if not discovered... just don't draw it?
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setSprite(at(x, y).tilesprite);
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renderTexture.draw(sprite);
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// overlay
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// uisprite
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}
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}
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// grid lines for testing & validation
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// render to window
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renderTexture.display();
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window.draw(output);
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}
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GridPoint& Grid::at(int x, int y)
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{
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return points[y * grid_x + x];
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}
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@ -0,0 +1,37 @@
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#include "Common.h"
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class GridPoint
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{
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public:
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// Layers: color, walkable, tilesprite, transparent, visible, discovered, overlay, uisprite
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sf::Color color;
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bool walkable;
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int tilesprite;
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bool transparent, visible, discovered;
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sf::Color color_overlay;
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int tile_overlay, uisprite;
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GridPoint();
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};
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class Grid
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{
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private:
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Grid();
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sf::RectangleShape box; // view on window
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sf::Texture texture;
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sf::Sprite sprite, output;
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sf::RenderTexture renderTexture;
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void setSprite(int);
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const int texture_width, texture_height;
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public:
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Grid(int gx, int gy, int gs, int _x, int _y, int _w, int _h);
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int grid_x, grid_y; // rectangle map size (integer - sprites)
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int grid_size; // pixel size of 1 sprite
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float zoom, center_x, center_y; // center in fractional sprites
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std::vector<GridPoint> points; // grid visible contents
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void render(sf::RenderWindow&); // draw to screen
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GridPoint& at(int, int);
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};
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@ -1,6 +1,7 @@
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#include "UITestScene.h"
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#include "ActionCode.h"
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#include <math.h>
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#include <random>
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sf::Texture texture;
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@ -19,7 +20,7 @@ void setSpriteTexture(int ti)
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}
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UITestScene::UITestScene(GameEngine* g)
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: Scene(g)
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: Scene(g), grid(30, 10, 16, 20, 20, 400, 320)
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{
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// demo sprites from texture file
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texture.loadFromFile("./assets/kenney_tinydungeon.png");
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@ -27,10 +28,39 @@ UITestScene::UITestScene(GameEngine* g)
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// Show one texture at a time
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test_sprite.setTexture(texture);
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test_sprite.setPosition(sf::Vector2f(50.0f, 50.0f));
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test_sprite.setPosition(sf::Vector2f(20.0f, 20.0f));
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test_sprite.setScale(sf::Vector2f(4.0f, 4.0f));
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setSpriteTexture(0);
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// random for this test
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//std::default_random_engine generator(42);
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//std::normal_distribution<double> distribution(0, 131);
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std::random_device rd; // Will be used to obtain a seed for the random number engine
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std::mt19937 gen(rd()); // Standard mersenne_twister_engine seeded with rd()
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std::uniform_int_distribution<> distrib(0, 131);
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// Use distrib to transform the random unsigned int
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// generated by gen into an int in [1, 6]
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//for (int n = 0; n != 10; ++n)
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// std::cout << distrib(gen) << ' ';
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// std::cout << '\n';
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// Test grid with random sprite noise
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for (int _x = 0; _x < 30; _x++)
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for (int _y = 0; _y < 10; _y++)
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//grid.at(_x, _y).tilesprite = _y*11 + _x;
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//if (!_x % 2 || _y == 0) grid.at(_x, _y).tilesprite = 121;
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//else
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grid.at(_x, _y).tilesprite = distrib(gen);
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for (int _x = 0; _x < 30; _x++)
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{
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grid.at(_x, 0).tilesprite = 121;
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grid.at(_x, 5).tilesprite = 123;
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grid.at(_x, 9).tilesprite = 10;
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}
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// Load sound
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buffer.loadFromFile("./assets/boom.wav");
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sound.setBuffer(buffer);
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if (ACTION("sound_test", "start")) { sound.play(); }
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if (ACTION("left", "start")) { viewport.move(-10, 0); }
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if (ACTION("right", "start")) { viewport.move(10, 0); }
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if (ACTION("up", "start")) { viewport.move(0, -10); }
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if (ACTION("down", "start")) { viewport.move(0, 10); }
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if (ACTION("down", "start")) { viewport.move(0, 10); }
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if (ACTION("zoom_down", "start")) { if (zoom > 0.2f) zoom -= 0.1f; viewport.zoom(zoom); }
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if (ACTION("zoom_up", "start")) { if (zoom < 10.0f) zoom += 0.1f; viewport.zoom(zoom); }
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if (ACTION("left", "start")) {
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//viewport.move(-10, 0);
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grid.center_x -= 0.5;
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}
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if (ACTION("right", "start")) {
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//viewport.move(10, 0);
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grid.center_x += 0.5;
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}
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if (ACTION("up", "start")) {
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//viewport.move(0, -10);
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grid.center_y -= 0.5;
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}
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if (ACTION("down", "start")) {
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//viewport.move(0, 10);
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grid.center_y += 0.5;
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}
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//if (ACTION("down", "start")) {
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// viewport.move(0, 10);
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//}
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if (ACTION("zoom_down", "start")) {
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//if (zoom > 0.2f) zoom -= 0.1f; viewport.zoom(zoom);
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if (grid.zoom > 0.75f) grid.zoom -= 0.25f;
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}
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if (ACTION("zoom_up", "start")) {
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//if (zoom < 10.0f) zoom += 0.1f; viewport.zoom(zoom);
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if (grid.zoom < 5.0f) grid.zoom += 0.25f;
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}
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//std::cout << "viewport: " << viewport.getCenter().x << ", " << viewport.getCenter().y << std::endl;
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if (type.compare("resize")) // get center coordinate from game coordinate viewport, apply to new window viewport, restore zoom level
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game->getWindow().draw(text);
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//draw grid
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grid.render(game->getWindow());
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//test_button.render(game->getWindow());
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//if (test_menu.visible) test_menu.render(game->getWindow());
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}
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// test Python sprite code
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McRFPy_API::executePyString("mcrfpy.drawSprite(123, 10, 10)");
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McRFPy_API::executePyString("mcrfpy.drawSprite(121, 15, 15)");
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McRFPy_API::executePyString("mcrfpy.drawSprite(123, 36, 10)");
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//McRFPy_API::executePyString("mcrfpy.drawSprite(121, 15, 15)");
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//game->api->executePyString("mcrfpy.drawSprite(123, 10, 10)")
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//game->api->executePyString("mcrfpy.drawSprite(121, 15, 15)")
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// draw test sprite on top of everything
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game->getWindow().draw(test_sprite);
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#include "Button.h"
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#include "UIMenu.h"
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#include "VectorShape.h"
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#include "Grid.h"
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class UITestScene: public Scene
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{
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float zoom = 1;
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sf::Vector2f resolution;
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int grid_spacing = 500;
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Grid grid;
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public:
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UITestScene(GameEngine*);
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