Cleanup: remove VectorShape class (it'll return, someday...)

This commit is contained in:
John McCardle 2023-08-12 15:07:48 -04:00
parent 232ce34d54
commit b022dfa6e8
3 changed files with 2 additions and 66 deletions

View File

@ -5,7 +5,7 @@
#include "GameEngine.h" #include "GameEngine.h"
#include "Button.h" #include "Button.h"
#include "UIMenu.h" #include "UIMenu.h"
#include "VectorShape.h" //#include "VectorShape.h"
#include "Grid.h" #include "Grid.h"
class UITestScene: public Scene class UITestScene: public Scene
@ -16,7 +16,7 @@ class UITestScene: public Scene
//UIMenu test_menu; //UIMenu test_menu;
//UIMenu test_menu2; //UIMenu test_menu2;
std::vector<UIMenu> menus; std::vector<UIMenu> menus;
VectorShape test_ship; //VectorShape test_ship;
float desired_angle = 0; float desired_angle = 0;
sf::View viewport; sf::View viewport;
float zoom = 1; float zoom = 1;

View File

@ -1,48 +0,0 @@
#include "VectorShape.h"
VectorShape::VectorShape()
{
sf::Vector2f p(0, 0);
points.push_back(sf::Vector2f(0, 40));
points.push_back(sf::Vector2f(-30, -30));
points.push_back(sf::Vector2f(0, -20));
points.push_back(sf::Vector2f(30, -30));
}
void VectorShape::render(sf::RenderWindow & window)
{
sf::Transform t;
//t.scale(sf::Vector2f(0.5, 0.5));
//t.scale(sf::Vector2f(3, 3));
t.translate(position);
t.rotate(angle);
sf::VertexArray lines(sf::LineStrip, int(points.size())+1);
for ( int i = 0; i < points.size(); i++)
{
lines[i] = points[i];
}
lines[points.size()] = points[0];
window.draw(lines, t);
}
void VectorShape::miner()
{
points.clear();
points.push_back(sf::Vector2f(0, -40));
float mirror_x[12] = {-1, -1, -.5, -.5, -2, -2, -3, -3, -2, -2, -1.5, -0.5};
float fixed_y[12] = {-3, -2, -1.5, -1, -1, -.5, 0, 1, 1.5, 2, 3, 3};
for (int i = 0; i < 12; i++)
{
points.push_back(sf::Vector2f(mirror_x[i] * 10, fixed_y[i] * 10));
}
points.push_back(sf::Vector2f(0, 20));
for (int i = 11; i >= 0; i--)
{
points.push_back(sf::Vector2f(mirror_x[i] * -10, fixed_y[i] * 10));
}
}

View File

@ -1,16 +0,0 @@
#pragma once
#include "Common.h"
class VectorShape
{
public:
VectorShape();
std::vector<sf::Vector2f> points;
void render(sf::RenderWindow & window);
float angle;
sf::Vector2f position;
void miner();
protected:
private:
};