#include "IngameState.hpp" #include "Player.hpp" #include IngameState::IngameState(): State(), _player(), _paused(false), _blurSize(0.f), _frameAlpha(0.f) { } Rect Player::getBounds() { Rect rect; sf::Vector2f A = _vertices[0].position; sf::Vector2f B = _vertices[1].position; sf::Vector2f C = _vertices[2].position; rect.top = std::min({A.y, B.y, C.y}); rect.bottom = std::max({A.y, B.y, C.y}); rect.left = std::min({A.x, B.x, C.x}); rect.right = std::max({A.x, B.x, C.x}); return rect; } void IngameState::init() { _background.setTexture(_context->assets->loadTexture("data/background/Background.png")); _context->assets->loadTexture("data/background/Background.png").setRepeated(true); _player.setContext(_context); _player.setTexture(_context->assets->loadTexture("data/triangle/Texture.png")); _player.setPosition(400.f, 400.f); _foreground.create("data/background/Foreground.png", "data/background/75pxjitter03.png"); _context->foreground = &_foreground; _pauseFrame.setFillColor(sf::Color(0, 0, 0, 155)); _pauseFrame.setPosition(0, 0); /*_unshadowShader.loadFromFile("assets/unshadowShader.frag", sf::Shader::Fragment); _lightOverShapeShader.loadFromFile("assets/lightOverShapeShader.frag", sf::Shader::Fragment); _normalsShader.loadFromFile("assets/normalsShader.frag", sf::Shader::Fragment); _penumbraTexture.loadFromFile("data/light/penumbraTexture.png"); _penumbraTexture.setSmooth(true);*/ /*_light = std::make_shared(); _light->_emissionSprite.setOrigin(330.f, 871.f); _light->_emissionSprite.setPosition(0.f, 0.f); _light->_emissionSprite.setTexture(_context->assets->loadTexture("data/background/texture.png")); _light->_emissionSprite.setColor(sf::Color::White); _light->_localCastCenter = sf::Vector2f(0.0f, 0.0f); // This is where the shadows emanate from relative to the sprite*/ _blurV.loadFromFile("data/shaders/old_pi_blur/blur.vert", "data/shaders/old_pi_blur/blur-v.frag"); _blurH.loadFromFile("data/shaders/old_pi_blur/blur.vert", "data/shaders/old_pi_blur/blur-h.frag"); _marioSound.setBuffer(_context->assets->loadSound("data/audio/Mario.ogg")); _wasted.setTexture(_context->assets->loadTexture("data/background/Wasted.png")); // Global window is not initialized yet in this method. If you need _context->window->getSize(), go to refresh() instead. _status = State::Ongoing; } void IngameState::refresh() { sf::Vector2u res = _context->window->getSize(); _background.setTextureRect(sf::IntRect(0, 0, _context->window->getSize().x, _context->window->getSize().y)); _camera.setSize(static_cast(_context->window->getSize())); _camera.setTwilightViewport(_context->window->getSize().x / 2.f - 240.f/* * (bool) _czyWOgóleTwilightViewportMaByć*/, _context->window->getSize().y / 2.f - 240.f); _camera.setCenter(_player.getPosition()); _foreground.setResolution(res); _pauseFrame.setSize((sf::Vector2f)res); _wasted.setScale(_context->window->getSize().x / 1920.f, _context->window->getSize().y / 1080.f); _wasted.setPosition(0, _context->window->getSize().y); _backgroundH.create(_context->window->getSize().x, _context->window->getSize().y); _backgroundV.create(_context->window->getSize().x, _context->window->getSize().y); //_lightSystem.create(sf::FloatRect{{0.f, 0.f}, {0.f, 0.f}}, {1920, 1080}, _penumbraTexture, _unshadowShader, _lightOverShapeShader, _normalsShader); //_lightSystem.normalsEnabled(true); //_lightSystem.addLight(_light); } void IngameState::coreThink(const sf::Event& event) { if(event.type == sf::Event::Closed or (event.type == sf::Event::KeyPressed and event.key.code == sf::Keyboard::Escape)) _status = State::Menu; if(event.type == sf::Event::KeyPressed and event.key.code == sf::Keyboard::P and !_player.isDead()) _paused = !_paused; _player.think(event); } void IngameState::coreInput() { if(_paused) return; _player.think(); } void IngameState::coreUpdate(sf::Time delta) { if(_player.isDead()) { if(_blurSize < 4.f) _blurSize += delta.asSeconds(); /** * This will dynamically fade the grey pause foreground from 0 to 100 alpha. */ if(_frameAlpha < 100.f) _frameAlpha += (delta.asSeconds() * 25.f); sf::Color color = _pauseFrame.getFillColor(); color.a = (int)_frameAlpha; _pauseFrame.setFillColor(color); _blurH.setParameter("blurSize", _blurSize / _context->window->getSize().x); _blurV.setParameter("blurSize", _blurSize / _context->window->getSize().y); if(_wasted.getPosition().y > 0.f) _wasted.move(0.f, -250.f * delta.asSeconds()); else if(_wasted.getPosition().y < 0.f) _wasted.setPosition(0.f, 0.f); } if(_paused) return; const sf::Vector2f pos = _player.getPosition(); _player.update(delta); _camera.move(_player.getPosition() - pos); //_light->_emissionSprite.setPosition(_player.getPosition()); //_light->_emissionSprite.setRotation(_player.getRotation()); _foreground.setPosition(_camera.getCenter() - _camera.getSize() / 2.f); if(_player.checkCollision(_foreground)) /// True if the target died. { _paused = true; _marioSound.play(); } } void IngameState::coreRender(const bool shaders) { if(_player.isDead()) { // _blurH.setParameter("RTScene", backgroundH.getTexture()); // _blurV.setParameter("RTBlurH", backgroundV.getTexture()); _background.setTexture(_context->assets->loadTexture("data/background/Background.png")); _backgroundH.draw(_background); _backgroundH.setView(*_camera.getView()); _backgroundH.draw(_foreground); _backgroundH.draw(_player); sf::Sprite sprite(_backgroundH.getTexture()); sprite.setScale(1.f, -1.f); sprite.setOrigin(0, _context->window->getSize().y); sprite.setPosition(0.f, 0.f); _backgroundV.draw(sprite, &_blurH); sf::Sprite sprite2(_backgroundV.getTexture()); sprite2.setScale(1.f, -1.f); sprite2.setOrigin(0, _context->window->getSize().y); sprite2.setPosition(0.f, 0.f); _context->window->draw(sprite2, &_blurH); _context->window->draw(_pauseFrame); _context->window->draw(_wasted); } else { //_lightSystem.normalsTargetClear(); _background.setTexture(_context->assets->loadTexture("data/background/Background.png")); _context->window->draw(_background);//, &_normalBackground); //_background.setTexture(_context->assets->loadTexture("data/background/normal.JPG")); //_lightSystem.normalsTargetDraw(_background); //_lightSystem.normalsTargetDraw(_foreground); _context->window->setView(_camera.getView()); _context->window->draw(_foreground); //_context->window->draw(_foreground); _context->window->draw(_player); //_lightSystem.normalsTargetDisplay(); //_lightSystem.render(*_camera.getView(), _unshadowShader, _lightOverShapeShader, _normalsShader); //sf::Sprite sprite(_lightSystem.getLightingTexture()); //sf::RenderStates lightRenderStates; //lightRenderStates.blendMode = sf::BlendMultiply; //_context->window->draw(sprite, lightRenderStates); _context->window->setView(); if(_paused) _context->window->draw(_pauseFrame); } }