Changed the naming convention for member variables (prefix changed from "my" to "m_")
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15e9d999b3
commit
ff5b69d312
124 changed files with 1889 additions and 1889 deletions
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@ -23,34 +23,34 @@ public :
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bool OnLoad()
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{
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// Load the texture and initialize the sprite
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if (!myTexture.LoadFromFile("resources/background.jpg"))
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if (!m_texture.LoadFromFile("resources/background.jpg"))
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return false;
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mySprite.SetTexture(myTexture);
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m_sprite.SetTexture(m_texture);
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// Load the shader
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if (!myShader.LoadFromFile("resources/pixelate.frag", sf::Shader::Fragment))
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if (!m_shader.LoadFromFile("resources/pixelate.frag", sf::Shader::Fragment))
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return false;
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myShader.SetParameter("texture", sf::Shader::CurrentTexture);
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m_shader.SetParameter("texture", sf::Shader::CurrentTexture);
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return true;
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}
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void OnUpdate(float, float x, float y)
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{
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myShader.SetParameter("pixel_threshold", (x + y) / 30);
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m_shader.SetParameter("pixel_threshold", (x + y) / 30);
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}
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void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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states.Shader = &myShader;
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target.Draw(mySprite, states);
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states.Shader = &m_shader;
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target.Draw(m_sprite, states);
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}
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private:
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sf::Texture myTexture;
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sf::Sprite mySprite;
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sf::Shader myShader;
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sf::Texture m_texture;
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sf::Sprite m_sprite;
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sf::Shader m_shader;
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};
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@ -69,7 +69,7 @@ public :
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bool OnLoad()
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{
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// Create the text
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myText.SetString("Praesent suscipit augue in velit pulvinar hendrerit varius purus aliquam.\n"
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m_text.SetString("Praesent suscipit augue in velit pulvinar hendrerit varius purus aliquam.\n"
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"Mauris mi odio, bibendum quis fringilla a, laoreet vel orci. Proin vitae vulputate tortor.\n"
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"Praesent cursus ultrices justo, ut feugiat ante vehicula quis.\n"
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"Donec fringilla scelerisque mauris et viverra.\n"
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@ -87,11 +87,11 @@ public :
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"Mauris ultricies dolor sed massa convallis sed aliquet augue fringilla.\n"
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"Duis erat eros, porta in accumsan in, blandit quis sem.\n"
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"In hac habitasse platea dictumst. Etiam fringilla est id odio dapibus sit amet semper dui laoreet.\n");
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myText.SetCharacterSize(22);
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myText.SetPosition(30, 20);
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m_text.SetCharacterSize(22);
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m_text.SetPosition(30, 20);
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// Load the shader
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if (!myShader.LoadFromFile("resources/wave.vert", "resources/blur.frag"))
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if (!m_shader.LoadFromFile("resources/wave.vert", "resources/blur.frag"))
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return false;
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return true;
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@ -99,21 +99,21 @@ public :
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void OnUpdate(float time, float x, float y)
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{
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myShader.SetParameter("wave_phase", time);
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myShader.SetParameter("wave_amplitude", x * 40, y * 40);
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myShader.SetParameter("blur_radius", (x + y) * 0.008f);
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m_shader.SetParameter("wave_phase", time);
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m_shader.SetParameter("wave_amplitude", x * 40, y * 40);
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m_shader.SetParameter("blur_radius", (x + y) * 0.008f);
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}
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void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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states.Shader = &myShader;
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target.Draw(myText, states);
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states.Shader = &m_shader;
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target.Draw(m_text, states);
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}
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private:
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sf::Text myText;
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sf::Shader myShader;
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sf::Text m_text;
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sf::Shader m_shader;
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};
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@ -132,7 +132,7 @@ public :
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bool OnLoad()
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{
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// Create the points
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myPoints.SetPrimitiveType(sf::Points);
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m_points.SetPrimitiveType(sf::Points);
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for (int i = 0; i < 40000; ++i)
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{
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float x = static_cast<float>(std::rand() % 800);
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@ -140,11 +140,11 @@ public :
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sf::Uint8 r = std::rand() % 255;
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sf::Uint8 g = std::rand() % 255;
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sf::Uint8 b = std::rand() % 255;
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myPoints.Append(sf::Vertex(sf::Vector2f(x, y), sf::Color(r, g, b)));
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m_points.Append(sf::Vertex(sf::Vector2f(x, y), sf::Color(r, g, b)));
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}
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// Load the shader
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if (!myShader.LoadFromFile("resources/storm.vert", "resources/blink.frag"))
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if (!m_shader.LoadFromFile("resources/storm.vert", "resources/blink.frag"))
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return false;
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return true;
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@ -153,22 +153,22 @@ public :
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void OnUpdate(float time, float x, float y)
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{
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float radius = 200 + std::cos(time) * 150;
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myShader.SetParameter("storm_position", x * 800, y * 600);
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myShader.SetParameter("storm_inner_radius", radius / 3);
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myShader.SetParameter("storm_total_radius", radius);
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myShader.SetParameter("blink_alpha", 0.5f + std::cos(time * 3) * 0.25f);
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m_shader.SetParameter("storm_position", x * 800, y * 600);
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m_shader.SetParameter("storm_inner_radius", radius / 3);
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m_shader.SetParameter("storm_total_radius", radius);
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m_shader.SetParameter("blink_alpha", 0.5f + std::cos(time * 3) * 0.25f);
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}
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void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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states.Shader = &myShader;
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target.Draw(myPoints, states);
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states.Shader = &m_shader;
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target.Draw(m_points, states);
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}
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private:
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sf::VertexArray myPoints;
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sf::Shader myShader;
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sf::VertexArray m_points;
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sf::Shader m_shader;
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};
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@ -187,71 +187,71 @@ public :
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bool OnLoad()
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{
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// Create the off-screen surface
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if (!mySurface.Create(800, 600))
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if (!m_surface.Create(800, 600))
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return false;
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mySurface.SetSmooth(true);
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m_surface.SetSmooth(true);
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// Load the textures
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if (!myBackgroundTexture.LoadFromFile("resources/sfml.png"))
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if (!m_backgroundTexture.LoadFromFile("resources/sfml.png"))
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return false;
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myBackgroundTexture.SetSmooth(true);
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if (!myEntityTexture.LoadFromFile("resources/devices.png"))
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m_backgroundTexture.SetSmooth(true);
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if (!m_entityTexture.LoadFromFile("resources/devices.png"))
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return false;
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myEntityTexture.SetSmooth(true);
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m_entityTexture.SetSmooth(true);
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// Initialize the background sprite
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myBackgroundSprite.SetTexture(myBackgroundTexture);
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myBackgroundSprite.SetPosition(135, 100);
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m_backgroundSprite.SetTexture(m_backgroundTexture);
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m_backgroundSprite.SetPosition(135, 100);
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// Load the moving entities
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for (int i = 0; i < 6; ++i)
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{
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sf::Sprite entity(myEntityTexture, sf::IntRect(96 * i, 0, 96, 96));
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myEntities.push_back(entity);
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sf::Sprite entity(m_entityTexture, sf::IntRect(96 * i, 0, 96, 96));
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m_entities.push_back(entity);
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}
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// Load the shader
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if (!myShader.LoadFromFile("resources/edge.frag", sf::Shader::Fragment))
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if (!m_shader.LoadFromFile("resources/edge.frag", sf::Shader::Fragment))
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return false;
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myShader.SetParameter("texture", sf::Shader::CurrentTexture);
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m_shader.SetParameter("texture", sf::Shader::CurrentTexture);
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return true;
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}
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void OnUpdate(float time, float x, float y)
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{
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myShader.SetParameter("edge_threshold", 1 - (x + y) / 2);
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m_shader.SetParameter("edge_threshold", 1 - (x + y) / 2);
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// Update the position of the moving entities
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for (std::size_t i = 0; i < myEntities.size(); ++i)
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for (std::size_t i = 0; i < m_entities.size(); ++i)
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{
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float x = std::cos(0.25f * (time * i + (myEntities.size() - i))) * 300 + 350;
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float y = std::sin(0.25f * (time * (myEntities.size() - i) + i)) * 200 + 250;
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myEntities[i].SetPosition(x, y);
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float x = std::cos(0.25f * (time * i + (m_entities.size() - i))) * 300 + 350;
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float y = std::sin(0.25f * (time * (m_entities.size() - i) + i)) * 200 + 250;
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m_entities[i].SetPosition(x, y);
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}
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// Render the updated scene to the off-screen surface
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mySurface.Clear(sf::Color::White);
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mySurface.Draw(myBackgroundSprite);
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for (std::size_t i = 0; i < myEntities.size(); ++i)
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mySurface.Draw(myEntities[i]);
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mySurface.Display();
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m_surface.Clear(sf::Color::White);
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m_surface.Draw(m_backgroundSprite);
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for (std::size_t i = 0; i < m_entities.size(); ++i)
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m_surface.Draw(m_entities[i]);
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m_surface.Display();
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}
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void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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states.Shader = &myShader;
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target.Draw(sf::Sprite(mySurface.GetTexture()), states);
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states.Shader = &m_shader;
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target.Draw(sf::Sprite(m_surface.GetTexture()), states);
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}
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private:
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sf::RenderTexture mySurface;
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sf::Texture myBackgroundTexture;
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sf::Texture myEntityTexture;
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sf::Sprite myBackgroundSprite;
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std::vector<sf::Sprite> myEntities;
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sf::Shader myShader;
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sf::RenderTexture m_surface;
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sf::Texture m_backgroundTexture;
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sf::Texture m_entityTexture;
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sf::Sprite m_backgroundSprite;
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std::vector<sf::Sprite> m_entities;
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sf::Shader m_shader;
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};
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