mirror of
https://github.com/Floriansylvain/SFMLplayground.git
synced 2026-08-19 11:43:24 +02:00
feat: dynamic color update to Ball based on velocity
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+45
-1
@@ -9,7 +9,8 @@ Ball::Ball(float radius, const sf::Vector2f& pos, const sf::Vector2f& vel,
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: m_radius(radius),
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m_velocity(vel),
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m_lastPosition(pos),
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m_pixelVelocity(vel) {
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m_pixelVelocity(vel),
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m_baseColor(color) {
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m_shape.setRadius(radius);
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m_shape.setOrigin(sf::Vector2f(radius, radius));
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m_shape.setPosition(pos);
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@@ -25,9 +26,52 @@ void Ball::update(float dt, const sf::Vector2f& windowSize) {
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m_pixelVelocity = (currentPosition - m_lastPosition) / dt;
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m_lastPosition = currentPosition;
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updateColor();
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handleWallCollision(windowSize);
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}
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void Ball::updateColor() {
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float speed =
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std::sqrt(m_velocity.x * m_velocity.x + m_velocity.y * m_velocity.y);
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const float MAX_SPEED = 2000.0f;
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float t = std::min(speed / MAX_SPEED, 1.0f);
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sf::Color targetColor;
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if (t < 0.33f) {
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float scaledT = t * 3.0f;
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targetColor.r = static_cast<std::uint8_t>(0 + scaledT * 128);
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targetColor.g = static_cast<std::uint8_t>(0);
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targetColor.b = static_cast<std::uint8_t>(255);
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} else if (t < 0.66f) {
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float scaledT = (t - 0.33f) * 3.0f;
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targetColor.r = static_cast<std::uint8_t>(128 + scaledT * 127);
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targetColor.g = static_cast<std::uint8_t>(0 + scaledT * 165);
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targetColor.b = static_cast<std::uint8_t>(255 - scaledT * 255);
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} else {
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float scaledT = (t - 0.66f) * 3.0f;
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targetColor.r = static_cast<std::uint8_t>(255);
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targetColor.g = static_cast<std::uint8_t>(165 - scaledT * 165);
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targetColor.b = static_cast<std::uint8_t>(0);
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}
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sf::Color currentColor = m_shape.getFillColor();
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const float TRANSITION_SPEED = 0.05f;
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sf::Color newColor;
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newColor.r = static_cast<std::uint8_t>(
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currentColor.r + TRANSITION_SPEED * (targetColor.r - currentColor.r));
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newColor.g = static_cast<std::uint8_t>(
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currentColor.g + TRANSITION_SPEED * (targetColor.g - currentColor.g));
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newColor.b = static_cast<std::uint8_t>(
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currentColor.b + TRANSITION_SPEED * (targetColor.b - currentColor.b));
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newColor.a = 255;
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m_shape.setFillColor(newColor);
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}
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void Ball::draw(sf::RenderWindow& window) { window.draw(m_shape); }
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void Ball::applyImpulse(const sf::Vector2f& impulse) {
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+2
-1
@@ -11,8 +11,9 @@ class Ball : public PhysicalObject {
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bool m_atRest = false;
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sf::Vector2f m_lastPosition;
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sf::Vector2f m_pixelVelocity;
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sf::Color m_baseColor;
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void handleWallCollision(const sf::Vector2f& windowSize);
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void updateColor();
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public:
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Ball(float radius, const sf::Vector2f& pos, const sf::Vector2f& vel,
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+1
-1
@@ -9,5 +9,5 @@ constexpr float FRICTION = 0.9f;
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constexpr float BALL_RADIUS = 20.f;
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constexpr float IMPULSE = 2500.f;
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constexpr float REST_PIXEL_VELOCITY = 2.0f;
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constexpr unsigned BALL_QUANTITY = 500;
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constexpr unsigned BALL_QUANTITY = 100;
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} // namespace Constants
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