public HandOverlay(Hand p_hand) { m_renderTexture = new SFML.Graphics.RenderTexture(512, 512); m_backgroundSprite = new SFML.Graphics.Sprite(ms_resources["background"]); m_backgroundSprite.Color = ms_backgroundColor; m_thumbstickShape = new SFML.Graphics.Sprite(ms_resources["circle"]); m_thumbstickShape.Color = ms_inactiveColor; m_thumbstickShape.Position = new SFML.System.Vector2f(40f, 40f); m_touchpadShape = new SFML.Graphics.Sprite(ms_resources["circle"]); m_touchpadShape.Color = ms_inactiveColor; m_touchpadShape.Position = new SFML.System.Vector2f(40f, 270f); m_buttonB = new SFML.Graphics.Sprite(ms_resources["buttonB"]); m_buttonB.Color = ms_inactiveColor; m_buttonB.Position = new SFML.System.Vector2f(310f, 95f); m_buttonA = new SFML.Graphics.Sprite(ms_resources["buttonA"]); m_buttonA.Color = ms_inactiveColor; m_buttonA.Position = new SFML.System.Vector2f(310f, 210f); m_buttonSystem = new SFML.Graphics.Sprite(ms_resources["buttonS"]); m_buttonSystem.Color = ms_inactiveColor; m_buttonSystem.Position = new SFML.System.Vector2f(310f, 325f); m_cursorShape = new SFML.Graphics.CircleShape(5f); m_cursorShape.FillColor = ms_activeColor; m_thumbstickAxisShape = new SFML.Graphics.CircleShape(7.5f); m_thumbstickAxisShape.FillColor = ms_axisColorTouch; m_touchpadAxisShape = new SFML.Graphics.CircleShape(7.5f); m_touchpadAxisShape.FillColor = ms_axisColorTouch; m_presureRectangle = new SFML.Graphics.RectangleShape(new SFML.System.Vector2f(10f, 320f)); m_presureRectangle.Position = new SFML.System.Vector2f(480f, 100f); m_presureRectangle.FillColor = ms_inactiveColor; m_presureFillRectangle = new SFML.Graphics.RectangleShape(new SFML.System.Vector2f(10f, -320f)); m_presureFillRectangle.Position = new SFML.System.Vector2f(480f, 420f); m_presureFillRectangle.FillColor = ms_inactiveColor; // Create overlay Valve.VR.OpenVR.Overlay.CreateOverlay(ms_overlayNames[(int)p_hand], "Ultraleap hand overlay", ref m_overlay); Valve.VR.OpenVR.Overlay.SetOverlayWidthInMeters(m_overlay, ms_overlayWidth); Valve.VR.OpenVR.Overlay.ShowOverlay(m_overlay); m_overlayTexture.eColorSpace = Valve.VR.EColorSpace.Gamma; m_overlayTexture.eType = Valve.VR.ETextureType.OpenGL; m_overlayTexture.handle = (IntPtr)m_renderTexture.Texture.NativeHandle; // Controls m_controlButtons = new List <ControlButton>(); m_controlButtons.Add(new ControlButton(ControlButton.ButtonType.Button, "a")); m_controlButtons.Add(new ControlButton(ControlButton.ButtonType.Button, "b")); m_controlButtons.Add(new ControlButton(ControlButton.ButtonType.Button, "system")); m_controlButtons.Add(new ControlButton(ControlButton.ButtonType.Axis, "thumbstick")); m_controlButtons.Add(new ControlButton(ControlButton.ButtonType.Axis, "touchpad")); }
public Player() { // texture = new SFML.Graphics.Texture() do uzupełnienia gravityForce = new SFML.System.Vector2f(0f, 0.00005f); texture = new SFML.Graphics.Texture(800, 800); shape = new SFML.Graphics.CircleShape(30f); shape.Position = new SFML.System.Vector2f(20, 400); // shape.Texture = texture; shape.FillColor = SFML.Graphics.Color.Cyan; }
public Bullets(SFML.System.Vector2f shootAngle) { this.bulletShape = new SFML.Graphics.CircleShape(5) { FillColor = SFML.Graphics.Color.White }; this.thrown = false; this.Position = new SFML.System.Vector2f(shootAngle.X + 35, shootAngle.Y - 20); this.bulletShape.Position = this.Position; this.startingPosition = this.Position; this.done = false; }
//////////////////////___CONSTRUCTORS___////////////////////// #region Constructors public Bullet(Vec2f startPosition, Vec2f targetPos, Map map) { m_map = map; m_circle = new SFML.Graphics.CircleShape(5); m_circle.FillColor = new SFML.Graphics.Color(255, 0, 0, 255); m_position = startPosition; m_speed = 20; lifecounter = 0; setBox(); m_position.X += 40; m_position.Y += 40; m_direction = (targetPos - m_position).normalized() * m_speed; m_leftSteps = (targetPos - m_position).length() + 200; }
public SFML.Graphics.Drawable[] Render() { Color c = this.GetLightColor(); SFML.Graphics.Color sfml_c = new SFML.Graphics.Color(c.R, c.G, c.B); // Body SFML.Graphics.CircleShape body = new SFML.Graphics.CircleShape(); body.Radius = Fish.FishSize; body.Origin = new SFML.Window.Vector2f(body.Radius, body.Radius); body.Position = new SFML.Window.Vector2f((float)this.X, (float)this.Y); body.OutlineColor = sfml_c; body.OutlineThickness = Fish.FishThickness; body.FillColor = SFML.Graphics.Color.Transparent; // Head SFML.Graphics.RectangleShape head = new SFML.Graphics.RectangleShape(); head.Size = new SFML.Window.Vector2f(Fish.FishSize + Fish.FishThickness * 2f, Fish.FishThickness); head.Origin = new SFML.Window.Vector2f(Fish.FishThickness, Fish.FishThickness / 2f); head.Position = new SFML.Window.Vector2f((float)this.X, (float)this.Y); head.Rotation = (float)this.Angle; head.FillColor = sfml_c; // Belly SFML.Graphics.CircleShape belly = new SFML.Graphics.CircleShape(); belly.Radius = Fish.FishBellySize; belly.Origin = new SFML.Window.Vector2f(Fish.FishBellySize, Fish.FishBellySize); belly.Position = new SFML.Window.Vector2f((float)this.X, (float)this.Y); belly.FillColor = new SFML.Graphics.Color( (byte)((double)byte.MaxValue * (double)(Fish.FishMaxFood - this.Food) / (double)Fish.FishMaxFood), (byte)((double)this.Food / (double)Fish.FishMaxFood), 0); // Fin SFML.Graphics.CircleShape fin = new SFML.Graphics.CircleShape(Fish.FishSize * 1.25f, 3); fin.Origin = new SFML.Window.Vector2f(fin.Radius, 0f); fin.Rotation = 90f + (float)this.Angle; fin.Position = new SFML.Window.Vector2f((float)this.X, (float)this.Y); fin.FillColor = sfml_c; return(new SFML.Graphics.Drawable[] { body, belly, head, fin }); }
public void Run() { var mode = new SFML.Window.VideoMode(800, 600); var window = new SFML.Graphics.RenderWindow(mode, "SFML works!"); window.KeyPressed += Window_KeyPressed; var circle = new SFML.Graphics.CircleShape(100f) { FillColor = SFML.Graphics.Color.Blue }; // Start the game loop while (window.IsOpen) { // Process events window.DispatchEvents(); window.Draw(circle); // Finally, display the rendered frame on screen window.Display(); } }
public SFMLCircle2DComp() : base() { SFMLShape = new SFML.Graphics.CircleShape(); }