added seminar factory
After Width: | Height: | Size: 6.6 KiB |
After Width: | Height: | Size: 7.3 KiB |
After Width: | Height: | Size: 6.5 KiB |
After Width: | Height: | Size: 7.1 KiB |
After Width: | Height: | Size: 6.6 KiB |
After Width: | Height: | Size: 7.4 KiB |
After Width: | Height: | Size: 6.6 KiB |
After Width: | Height: | Size: 7.3 KiB |
After Width: | Height: | Size: 6.3 KiB |
After Width: | Height: | Size: 6.1 KiB |
After Width: | Height: | Size: 6.5 KiB |
After Width: | Height: | Size: 6.9 KiB |
After Width: | Height: | Size: 7.6 KiB |
After Width: | Height: | Size: 6.5 KiB |
After Width: | Height: | Size: 6.8 KiB |
After Width: | Height: | Size: 6.6 KiB |
@ -0,0 +1,35 @@
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#pragma once
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#include <SFML/Graphics.hpp>
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class sfLine
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{
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public:
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sfLine(const sf::Vector2f& point1, const sf::Vector2f& point2, sf::Color color, float thickness):
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color(color), thickness(thickness)
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{
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sf::Vector2f direction = point2 - point1;
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sf::Vector2f unitDirection = direction/std::sqrt(direction.x*direction.x+direction.y*direction.y);
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sf::Vector2f unitPerpendicular(-unitDirection.y,unitDirection.x);
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sf::Vector2f offset = (thickness/2.f)*unitPerpendicular;
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vertices[0].position = point1 + offset;
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vertices[1].position = point2 + offset;
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vertices[2].position = point2 - offset;
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vertices[3].position = point1 - offset;
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for (int i=0; i<4; ++i)
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vertices[i].color = color;
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}
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void draw(sf::RenderTarget &target) const
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{
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target.draw(vertices, 4, sf::Quads);
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}
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private:
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sf::Vertex vertices[4];
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float thickness;
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sf::Color color;
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};
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@ -0,0 +1,405 @@
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#include <SFML/Graphics.hpp>
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#include <cmath>
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#include <vector>
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#include <string>
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#include <memory>
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#include "sfline.hpp"
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#include <iostream>
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using std::cout, std::endl;
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/*
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Icons from Ken111
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https://www.flaticon.com/ru/packs/game-skill?k=1650700359068
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*/
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class Node
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{
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public:
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Node(sf::Vector2f& position)
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: mPosition{position}
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{
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}
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enum class State
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{
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Blocked,
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Unblocked,
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Activated
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};
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void addChild(const std::shared_ptr<Node>& child)
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{
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mChildren.push_back(child);
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}
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sf::Vector2f getPosition()
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{
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return mPosition;
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}
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void unblock()
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{
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mState = State::Unblocked;
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}
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void block()
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{
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mState = State::Blocked;
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for (const auto& child : mChildren)
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child->block();
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}
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virtual bool collisionTest(sf::Vector2f mouseCoords) = 0;
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void onMousePressed(sf::Vector2f mouseCoords)
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{
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if (mState == State::Blocked)
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return;
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if (collisionTest(mouseCoords))
|
||||
{
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||||
if (mState == State::Unblocked)
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||||
{
|
||||
mState = State::Activated;
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for (const auto& child : mChildren)
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child->unblock();
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}
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else if (mState == State::Activated)
|
||||
{
|
||||
mState = State::Unblocked;
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for (const auto& child : mChildren)
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child->block();
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||||
}
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}
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for (const auto& child : mChildren)
|
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{
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child->onMousePressed(mouseCoords);
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}
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||||
}
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virtual void draw(sf::RenderWindow& window) const = 0;
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protected:
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sf::Vector2f mPosition {0, 0};
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State mState = State::Blocked;
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std::vector<std::shared_ptr<Node>> mChildren {};
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inline static sf::Color sBlockedColor {40, 40, 40};
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inline static sf::Color sUnlockedColor {80, 80, 40};
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inline static sf::Color sActivatedColor {160, 160, 40};
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||||
};
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class HitNode : public Node
|
||||
{
|
||||
public:
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||||
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HitNode(sf::Vector2f position)
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||||
: Node{position}
|
||||
{
|
||||
}
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||||
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virtual sf::String getIconPath() = 0;
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||||
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void loadTexture()
|
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{
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sf::String texturePath = getIconPath();
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if (!mTexture.loadFromFile(texturePath))
|
||||
{
|
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cout << "Error! Can't load file " << texturePath.toAnsiString() << endl;
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std::exit(1);
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||||
}
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mSprite.setTexture(mTexture);
|
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mSprite.setOrigin({mRadius, mRadius});
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mSprite.setPosition(mPosition);
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}
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|
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sf::Color getCurrentColor() const
|
||||
{
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||||
if (mState == State::Unblocked)
|
||||
return sUnlockedColor;
|
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else if (mState == State::Activated)
|
||||
return sActivatedColor;
|
||||
return sBlockedColor;
|
||||
}
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||||
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void draw(sf::RenderWindow& window) const
|
||||
{
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||||
for (const auto& el : mChildren)
|
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{
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||||
sfLine connectionLine {mPosition, el->getPosition(), getCurrentColor(), 2};
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||||
connectionLine.draw(window);
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||||
el->draw(window);
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}
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static sf::CircleShape shape(mRadius);
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shape.setOrigin({mRadius, mRadius});
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shape.setFillColor(getCurrentColor());
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shape.setPosition(mPosition);
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window.draw(shape);
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window.draw(mSprite);
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}
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bool collisionTest(sf::Vector2f mouseCoords) override
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{
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sf::Vector2f d = mPosition - mouseCoords;
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return d.x * d.x + d.y * d.y < mRadius * mRadius;
|
||||
}
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||||
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||||
private:
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||||
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sf::Texture mTexture;
|
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sf::Sprite mSprite;
|
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float mRadius = 24;
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bool mIsActivated = false;
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};
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class BombSkillNode : public HitNode
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{
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public:
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BombSkillNode(sf::Vector2f position) : HitNode{position}
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{
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loadTexture();
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}
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sf::String getIconPath() override
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{
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return sf::String{"icons/icon_bomb.png"};
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}
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};
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class SpikesSkillNode : public HitNode
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{
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public:
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SpikesSkillNode(sf::Vector2f position) : HitNode{position}
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{
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loadTexture();
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}
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sf::String getIconPath() override
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{
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return sf::String{"icons/icon_spikes.png"};
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}
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};
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class LightningSkillNode : public HitNode
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{
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public:
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LightningSkillNode(sf::Vector2f position) : HitNode{position}
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{
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loadTexture();
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}
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sf::String getIconPath() override
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{
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return sf::String{"icons/icon_lightning.png"};
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}
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};
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class EyeSkillNode : public HitNode
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{
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||||
public:
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EyeSkillNode(sf::Vector2f position) : HitNode{position}
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||||
{
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||||
loadTexture();
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}
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sf::String getIconPath() override
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{
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return sf::String{"icons/icon_eye.png"};
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}
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};
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class ClawsSkillNode : public HitNode
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{
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public:
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ClawsSkillNode(sf::Vector2f position) : HitNode{position}
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{
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loadTexture();
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}
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sf::String getIconPath() override
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{
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return sf::String{"icons/icon_claws.png"};
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}
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};
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class ShieldSkillNode : public HitNode
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{
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||||
public:
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||||
ShieldSkillNode(sf::Vector2f position) : HitNode{position}
|
||||
{
|
||||
loadTexture();
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}
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sf::String getIconPath() override
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{
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return sf::String{"icons/icon_shield.png"};
|
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}
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};
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class SwordSkillNode : public HitNode
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||||
{
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||||
public:
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||||
SwordSkillNode(sf::Vector2f position) : HitNode{position}
|
||||
{
|
||||
loadTexture();
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||||
}
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||||
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sf::String getIconPath() override
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{
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return sf::String{"icons/icon_sword.png"};
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}
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};
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class ShurikenSkillNode : public HitNode
|
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{
|
||||
public:
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||||
ShurikenSkillNode(sf::Vector2f position) : HitNode{position}
|
||||
{
|
||||
loadTexture();
|
||||
}
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||||
|
||||
sf::String getIconPath() override
|
||||
{
|
||||
return sf::String{"icons/icon_shuriken.png"};
|
||||
}
|
||||
};
|
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|
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class WindSkillNode : public HitNode
|
||||
{
|
||||
public:
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||||
WindSkillNode(sf::Vector2f position) : HitNode{position}
|
||||
{
|
||||
loadTexture();
|
||||
}
|
||||
|
||||
sf::String getIconPath() override
|
||||
{
|
||||
return sf::String{"icons/icon_shuriken.png"};
|
||||
}
|
||||
};
|
||||
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class MeteoriteSkillNode : public HitNode
|
||||
{
|
||||
public:
|
||||
MeteoriteSkillNode(sf::Vector2f position) : HitNode{position}
|
||||
{
|
||||
loadTexture();
|
||||
}
|
||||
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||||
sf::String getIconPath() override
|
||||
{
|
||||
return sf::String{"icons/icon_meteorite.png"};
|
||||
}
|
||||
};
|
||||
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class HandSkillNode : public HitNode
|
||||
{
|
||||
public:
|
||||
HandSkillNode(sf::Vector2f position) : HitNode{position}
|
||||
{
|
||||
loadTexture();
|
||||
}
|
||||
|
||||
sf::String getIconPath() override
|
||||
{
|
||||
return sf::String{"icons/icon_hand.png"};
|
||||
}
|
||||
};
|
||||
|
||||
class EarthquakeSkillNode : public HitNode
|
||||
{
|
||||
public:
|
||||
EarthquakeSkillNode(sf::Vector2f position) : HitNode{position}
|
||||
{
|
||||
loadTexture();
|
||||
}
|
||||
|
||||
sf::String getIconPath() override
|
||||
{
|
||||
return sf::String{"icons/icon_earthquake.png"};
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
std::shared_ptr<Node> createSkillTree()
|
||||
{
|
||||
std::shared_ptr<Node> root {new LightningSkillNode({400, 500})};
|
||||
std::shared_ptr<Node> a {new ShurikenSkillNode({200, 400})};
|
||||
std::shared_ptr<Node> b {new BombSkillNode({400, 400})};
|
||||
std::shared_ptr<Node> c {new EyeSkillNode({600, 400})};
|
||||
root->addChild(a);
|
||||
root->addChild(b);
|
||||
root->addChild(c);
|
||||
|
||||
a->addChild(std::shared_ptr<Node>{new ShieldSkillNode({100, 200})});
|
||||
a->addChild(std::shared_ptr<Node>{new SwordSkillNode({200, 200})});
|
||||
a->addChild(std::shared_ptr<Node>{new EarthquakeSkillNode({300, 200})});
|
||||
|
||||
b->addChild(std::shared_ptr<Node>{new HandSkillNode({400, 200})});
|
||||
b->addChild(std::shared_ptr<Node>{new MeteoriteSkillNode({500, 200})});
|
||||
std::shared_ptr<Node> e {new BombSkillNode({600, 200})};
|
||||
b->addChild(e);
|
||||
e->addChild(std::shared_ptr<Node>{new WindSkillNode({500, 100})});
|
||||
e->addChild(std::shared_ptr<Node>{new SwordSkillNode({600, 100})});
|
||||
c->addChild(std::shared_ptr<Node>{new EyeSkillNode({700, 200})});
|
||||
|
||||
return root;
|
||||
}
|
||||
|
||||
|
||||
int main()
|
||||
{
|
||||
sf::ContextSettings settings;
|
||||
settings.antialiasingLevel = 8;
|
||||
sf::RenderWindow window(sf::VideoMode(1000, 800), "Skill Tree", sf::Style::Close, settings);
|
||||
window.setFramerateLimit(60);
|
||||
|
||||
std::shared_ptr<Node> root = createSkillTree();
|
||||
root->unblock();
|
||||
|
||||
while (window.isOpen())
|
||||
{
|
||||
sf::Event event;
|
||||
while (window.pollEvent(event))
|
||||
{
|
||||
if (event.type == sf::Event::Closed)
|
||||
window.close();
|
||||
|
||||
|
||||
if (event.type == sf::Event::MouseButtonPressed)
|
||||
{
|
||||
sf::Vector2f mouseCoords = window.mapPixelToCoords({event.mouseButton.x, event.mouseButton.y});
|
||||
root->onMousePressed(mouseCoords);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
window.clear(sf::Color::Black);
|
||||
root->draw(window);
|
||||
window.display();
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|