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ProgressBar.cpp
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78 lines (68 loc) · 2.98 KB
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#include "ProgressBar.h"
#include <iostream>
ProgressBar::ProgressBar(sf::View* view, sf::String ImageFile, int range, int value, UtilitiesGame::XY xy, UtilitiesGame::SizeXY sizeXY, int maxFrameX, int maxFrameY)
{
//Movement
movementTexture.image = new sf::Image;
movementTexture.texture = new sf::Texture;
movementTexture.sprite = new sf::Sprite;
movementTexture.image->loadFromFile(ImageFile);//sf::String ImageFile, sf::String ImageFileAttack, int maxFrameX, int maxFrameY, int maxFrameAttackX, int maxFrameAttackY, double x, double y, double speed, double attackTime)
movementTexture.texture->loadFromImage(*movementTexture.image);
movementTexture.sprite->setTexture(*movementTexture.texture);
movementTexture.maxFrameX = maxFrameX;
movementTexture.maxFrameY = maxFrameY;
movementTexture.sprite->setTextureRect(sf::IntRect(0, 0, movementTexture.image->getSize().x / movementTexture.maxFrameX, movementTexture.image->getSize().y / movementTexture.maxFrameY));
this->range = range;
this->value = value;
this->xy.x = xy.x;//  ïàäëó ðåàëèçîâûâàòü ïåðåãðóçêó îïåðàòîðà èç-çà 2 ñòðî÷åê) Õîòÿ ýòî easy
this->xy.y = xy.y;
this->sizeXY.sizeX = sizeXY.sizeX;
this->sizeXY.sizeY = sizeXY.sizeY;
this->view = view;
updatePosition();
}
void ProgressBar::updatePosition()
{
spritesBar.clear();
for (int i = 0; i < range; i += 2)
{
for (int k = movementTexture.maxFrameX; k > 0; --k)
{
if (value - (i + k - 2) > 0)
{
movementTexture.sprite->setPosition(sf::Vector2f(xy.x + view->getCenter().x - view->getSize().x / 2 + (movementTexture.image->getSize().x / movementTexture.maxFrameX) * int(i / 2), xy.y + view->getCenter().y - view->getSize().y / 2));
movementTexture.sprite->setTextureRect(sf::IntRect((movementTexture.image->getSize().x / movementTexture.maxFrameX) * (movementTexture.maxFrameX - k), 0, movementTexture.image->getSize().x / movementTexture.maxFrameX, movementTexture.image->getSize().y / movementTexture.maxFrameY));
spritesBar.push_back(*(movementTexture.sprite));
break;
}
if (k == 1)
{
movementTexture.sprite->setPosition(sf::Vector2f(xy.x + view->getCenter().x - view->getSize().x / 2 + (movementTexture.image->getSize().x / movementTexture.maxFrameX) * int(i / 2), xy.y + view->getCenter().y - view->getSize().y / 2));
movementTexture.sprite->setTextureRect(sf::IntRect((movementTexture.image->getSize().x / movementTexture.maxFrameX) * (movementTexture.maxFrameX - k), 0, movementTexture.image->getSize().x / movementTexture.maxFrameX, movementTexture.image->getSize().y / movementTexture.maxFrameY));
spritesBar.push_back(*(movementTexture.sprite));
}
}
}
}
void ProgressBar::setValue(int newValue)
{
value = newValue;
}
int ProgressBar::update()
{
updatePosition();
return 0;
}
const std::vector<sf::Sprite>& ProgressBar::getSpritesBar()
{
return spritesBar;
}
void ProgressBar::setView(sf::View* view)
{
this->view = view;
}
void ProgressBar::setSizeXY(const UtilitiesGame::SizeXY& sizeXY)
{
xy.x = sizeXY.sizeX;
xy.y = sizeXY.sizeY;
}