Falling sand simulation collision detection C++ and SFML - c++

I could really use some help. I am trying to make a falling sand simulation and have some basic code down, but I can't figure how to do collision detection. Here is my code so far:
//SFML Include
#include <SFML/Graphics.hpp>
//Include Vectors
#include <vector>
//Main Loop
int main()
{
//Window Init
sf::RenderWindow window(sf::VideoMode(720, 480, 32), "Yip Yip Physics", sf::Style::Default);
//Global Envoirmental Variables
static float gravity = 0.25;
static float frict = 3;
//Particle Structures
struct Particle
{
//Shape
sf::RectangleShape rect;
//Cell Position
sf::Vector2f cell_pos;
//Vel and frict
float slide_vel = 3;
float grv_vel = 0;
//Init Particle (size, color and origin)
void init()
{
rect.setSize(sf::Vector2f(3, 3));
rect.setFillColor(sf::Color::Green);
rect.setOrigin(rect.getSize());
}
};
//Particle Setup
std::vector<Particle> particles;
//Window Loop
while (window.isOpen())
{
//Update
if (sf::Mouse::isButtonPressed(sf::Mouse::Button::Left))
{
//Make and Position Particle
Particle part;
part.rect.setPosition(sf::Vector2f(sf::Mouse::getPosition(window)));
//Initalize the Particle and add to vector
part.init();
particles.push_back(part);
}
//Pixel Update
for (auto& p : particles)
{
//Draw in window
window.draw(p.rect);
}
//Display
window.display();
//Event Variable
sf::Event event;
//Window Event System
while (window.pollEvent(event))
{
//Close Window
if (event.type == sf::Event::Closed)
{
window.close();
}
}
//Window Clear
window.clear(sf::Color::Black);
}
//Return 0
return 0;
}
The code works in making the particles, putting them in a vector and drawing them to the screen, but I don't know where to go for collision. I don't know where to look and would really appreciate help on it or direction on where to find it. I have heard a bit about cellular automata but have no idea how to do it or if it's the best option.

Related

button in cpp sfml lib don't respond to my mouse input

I have to make Quarto game as a GUI program so firstly I wanted to make buttons in menu, but I don't know why it don't fill color when my mouse is at the button.
Code:
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include<bits/stdc++.h>
using namespace std;
using namespace sf;
class button{
public:
bool isClicked=false;
int Yposition;
int Xposition;
bool isMouseOn=false;
};
int main(){
//Defining variables
Vector2i mouseWindowPosition;
//rendering window "window"
RenderWindow window(VideoMode(800,600), "Quarto game - menu", Style::Default);
window.display();
//setting vsync
window.setVerticalSyncEnabled(true);
//loading textures
Texture backgroundTexture;
backgroundTexture.loadFromFile("Resources/background.png");
//making sprites
Sprite backgroundSprite;
backgroundSprite.setTexture(backgroundTexture);
backgroundSprite.setPosition(0,0);
//making buttons and their colors
RectangleShape playButton(Vector2f(200.f,50.f));
playButton.setFillColor(Color(128,128,128));
playButton.setOutlineThickness(5.f);
playButton.setOutlineColor(Color(100,100,100));
button play;
//setting position of buttons
play.Xposition=70;
play.Yposition=200;
//game loop
while(window.isOpen()){
Event event;
playButton.setFillColor(Color(128,128,128));
play.isMouseOn=false;
while(window.pollEvent(event)){
if(event.type==Event::Closed){
window.close();
}
}
//Getting mouse position
mouseWindowPosition=Mouse::getPosition(window);
if(mouseWindowPosition.x<=play.Xposition && mouseWindowPosition.y<=play.Yposition && mouseWindowPosition.x>=play.Xposition+200 && mouseWindowPosition.y>=play.Yposition+50){
play.isMouseOn=true;
}
//Drawing to screen
window.clear();
window.draw(backgroundSprite);
if(play.isClicked==false){
playButton.setPosition(Vector2f(play.Xposition, play.Yposition));
window.draw(playButton);
}
if(play.isMouseOn==true){
playButton.setFillColor(Color(128,128,128));
}
window.display();
}
}
Is there any better way to make buttons in sfml?
The immediate reason why the button doesn't fill is your if the statement has the signs reversed for checking the box. Using this if statement instead should work:
//Getting mouse position
mouseWindowPosition=Mouse::getPosition(window);
if (mouseWindowPosition.x>=play.Xposition && mouseWindowPosition.y>=play.Yposition &&
mouseWindowPosition.x<=play.Xposition+200 && mouseWindowPosition.y<=play.Yposition+50){
//your code here
}
If you are not already aware, the x and y values are arranged like a table where positive y goes down instead of a cartesian coordinate system where positive y is up.
The other problem is the color you are updating your fill with is the same color of the fill, so changing that color will get you your desired fill.
Also, logic wise you should swap the statement
if (play.isMouseOn == true)
{
}
with the statement
if (play.isClicked == false)
{
playButton.setPosition(Vector2f(play.Xposition, play.Yposition));
window.draw(playButton);
window.display();
}
Here is a working code that changes the fill from grey to red when you hover above it:
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <iostream>
using namespace std;
using namespace sf;
class button
{
public:
bool isClicked = false;
int Yposition;
int Xposition;
bool isMouseOn = false;
};
int main()
{
//Defining variables
Vector2i mouseWindowPosition;
//rendering window "window"
RenderWindow window(VideoMode(800, 600), "Quarto game - menu", Style::Default);
window.display();
//setting vsync
window.setVerticalSyncEnabled(true);
//loading textures
Texture backgroundTexture;
backgroundTexture.loadFromFile("Resources/background.png");
//making sprites
Sprite backgroundSprite;
backgroundSprite.setTexture(backgroundTexture);
backgroundSprite.setPosition(0, 0);
//making buttons and their colors
RectangleShape playButton(Vector2f(200.f, 50.f));
playButton.setFillColor(Color(100, 100, 100));
playButton.setOutlineThickness(5.f);
playButton.setOutlineColor(Color(100, 100, 100));
button play;
//setting position of buttons
play.Xposition = 70;
play.Yposition = 200;
//game loop
while (window.isOpen())
{
Event event;
playButton.setFillColor(Color(128, 128, 128));
play.isMouseOn = false;
while (window.pollEvent(event))
{
if (event.type == Event::Closed)
{
window.close();
}
}
//Getting mouse position
mouseWindowPosition = Mouse::getPosition(window);
if (mouseWindowPosition.x >= play.Xposition && mouseWindowPosition.y >= play.Yposition && mouseWindowPosition.x <= play.Xposition + 200 && mouseWindowPosition.y <= play.Yposition + 50)
{
play.isMouseOn = true;
}
//Drawing to screen
window.clear();
window.draw(backgroundSprite);
if (play.isMouseOn == true)
{
playButton.setFillColor(Color(128, 0, 0));
}
if (play.isClicked == false)
{
playButton.setPosition(Vector2f(play.Xposition, play.Yposition));
window.draw(playButton);
window.display();
}
}
}

SFML Touch position is not correct

I am testing a touch in sfml on android using app called cxx droid. My code set's the RectangleShape where i press. But even when i make the position relative to window its not relative to it. I touch in place shape's pos in another place!
My Code :
#include <iostream>
#include <SFML/Graphics.hpp>
using namespace std;
using namespace sf;
Font font;
int main() {
font.loadFromFile("font.otf");
RenderWindow window(VideoMode(500,700),"My window",Style::Titlebar | Style::Close);
window.setFramerateLimit(60);
RectangleShape shape(Vector2f(300,40));
while(window.isOpen()) {
window.setView(window.getDefaultView());
Event event;
while(window.pollEvent(event)) {
if(event.type == event.Closed) {
window.close();
}
}
if(Touch::isDown(0)) {
shape.setPosition(Touch::getPosition(0,window).x,Touch::getPosition(0,window).y);
}
window.clear(Color::Green);
window.draw(shape);
window.display();
}
return 0;
}
If the top left corner of the shape is at the position you touch on screen then it is correct but you need to set the origin of the shape to the center of the shape.
a few weeks i had the samd problem
Your Rectangle needs a FloatRect
sf::FloatRect shapeRect = shape.getGlobalBounds;
Then you have to use mapPixelToCoords in the while(window.isOpen()); loop
sf::Vector2i pixelPos = sf::Touch::getPosition(0, window);
sf::Vector2f worldPos = window.mapPixelToCoords(pixelPos);
Then you use both things with contains
if(shapeRect.contains(worlPos))
{
// type your stuff in
}
Now the Touch have to work only in the Shape, hope this help you

Clunky movement on transformable objects SFML

So I am working on a game in SFML and am having a weird problem with movement. I have implemented a delta time so the movement speed is constant but I have this weird issue where I press a move key, the object jumps by speed units, pauses, then proceeds to move smoothly. I haven't been able to find much on this as I don't really know what problems I should be looking for. Here is a copy of my current code.
#include <SFML/Graphics.hpp>
#include "Player.h"
#include <iostream>
#include <vector>
void handleKeyPress(sf::Event &event, Player &player, float dt);
int main() {
sf::ContextSettings settings;
settings.antialiasingLevel = 16;
sf::RenderWindow window(sf::VideoMode(800, 600), "Title", sf::Style::Default, settings);
sf::Event event;
Player player;
player.setPosition(100, 100);
sf::Clock dtClock;
while (window.isOpen()) {
float dt = dtClock.getElapsedTime().asSeconds();
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) {
window.close();
}
handleKeyPress(event, player, dt);
window.clear(sf::Color::Black);
//drawing happens hear
window.draw(player);
//end of frame
window.display();
dtClock.restart();
}
}
}
void handleKeyPress(sf::Event& event, Player& player, float dt) {
sf::Vector2f moveVector(0.0f, 0.0f);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
moveVector.x = -player.speed;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
moveVector.x = player.speed;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
moveVector.y = -player.speed;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
moveVector.y = player.speed;
player.move(moveVector * dt);
}
Note that player is just an SFML Transformable object/drawable object.
Your main is mixing event processing and state updates with drawing, which makes it hard to respect the fractional updates you intend to do with dt.
The code below undoes that: it first eats all events, then updates the game state, then draws.
In order to have smooth movement, you need to remember the Player velocity depending on which keys are pressed/released:
Add a velocity vector to Player
Change handleKeyPress to modify the velocity appropriately. Pay attention to multiple keypresses, eg up + right = (+1, +1)
Add an update method to player that adds a dt fraction of velocity to position.
Change it to:
while (window.isOpen()) {
float dt = dtClock.getElapsedTime().asSeconds();
// process events
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) {
window.close();
} else if (event.type == sf::Event::KeyPressed || event.type == sf::Event::KeyReleased) {
// rewrite this to update player.velocity depending on what key is pressed if released
handleKeyPress(event, player, dt);
}
}
// apply dt * player.velocity to player.position
player.update(dt);
// draw
window.clear(sf::Color::Black);
//drawing happens hear
window.draw(player);
// restart the dtclock here, as display() will pause for a bit
dtClock.restart();
//end of frame
window.display();
}

SFML animation without keyboard input

I'm working on a project at the moment which is basically a visualisation of Sort algorithms to explain how they work (rather than an overview). I'm new to using the SFML (or even OpenGL) and have limited experience with the library, but what I'm trying to do is move the drawn sprite to different locations to show the sorting. I've looked over tutorials and examples, but they all take in keyboard input to move the sprite - something that isn't used in this project. Does anyone know exactly how to achieve this?
Here's the current code:
DrawCups.h
class DrawCups
{
public:
DrawCups(sf::RenderWindow& window);
~DrawCups();
void loadImage(const char* pathname, sf::Texture& texture, sf::Sprite& sprite);
void drawCup1();
private:
sf::RenderWindow& _window;
};
DrawCups.cpp (selected function)
void DrawCups::drawCup1()
{
// load our image
sf::Texture cup1; // the texture which will contain our pixel data
sf::Sprite cup1Sprite; // the sprite which will actually draw it
loadImage("./images/InsertionSort/red_cup_1.png", cup1, cup1Sprite);
cup1Sprite.setPosition(sf::Vector2f(150, 230));
_window.draw(cup1Sprite);
}
main.cpp
int main()
{
sf::RenderWindow window(sf::VideoMode(1366, 768), "Sorting Algorithm Visualisation: SFML");
window.setFramerateLimit(60);
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
window.clear(sf::Color::White);
DrawCups drawToWindow(window);;
drawToWindow.drawCup1();
window.display();
}
return 0;
}
Create the image before the loop and update it before you draw it.
DrawCups drawToWindow(window); //Constructor creates the sprite
while (window.isOpen())
{
...
drawToWindow.update(); //Update the position
//Redraw
window.clear(sf::Color::White);
drawToWindow.drawCup1();
window.display();
}
I'm not sure what type of movement you want but the update function can be something like this:
void DrawCups::update()
{
sf::Vector2f pos = this->cup1Sprite.getPosition();
pos.x++; //Move 1 pixel to the left
this->cup1Sprite.setPosition(pos);
}
Obviously change the movement to suit your needs. Make smaller/larger updates if it's moving too fast or slow.

SFML update function not moving sprite

The current update function should be moving the sprite to the left 10 pixels every time it's called, but the sprite (cup1Sprite) is static and not moving. I tried using sprite.rotate(); and the sprite rotated every frame (which was expected), so something is wrong with the way I've written the update function for updating the sprite position. Can anyone suggest what's going wrong?
Code:
DrawCups.h
class DrawCups
{
public:
DrawCups(sf::RenderWindow& window);
~DrawCups();
void update();
void drawCup1();
private:
sf::RenderWindow& _window;
//Cup1
sf::Texture _cup1; // the texture which will contain our pixel data
sf::Sprite _cup1Sprite; // the sprite which will actually draw it
};
Update function in DrawCups.cpp
void DrawCups::update()
{
sf::Vector2f pos = this->_cup1Sprite.getPosition();
pos.x+=10;
this->_cup1Sprite.setPosition(pos);
}
main.cpp
int main()
{
sf::RenderWindow window(sf::VideoMode(1366, 768), "Sorting Algorithm Visualisation: SFML");
window.setFramerateLimit(60);
DrawCups drawToWindow(window);
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
drawToWindow.update();
window.clear(sf::Color::White);
drawToWindow.drawBench();
drawToWindow.drawCup1();
window.display();
}
return 0;
}