This repository has been archived on 2019-12-07. You can view files and clone it, but cannot push or open issues or pull requests.
dungeon-gunner/source/sprite/Player.cpp

75 lines
1.6 KiB
C++
Raw Normal View History

/*
* Player.cpp
*
* Created on: 21.07.2012
* Author: Felix
*/
#include "Player.h"
#include <Thor/Vectors.hpp>
#include "../util/Vector.h"
#include "../items/Weapon.h"
const float Player::SPEED = 100.0f;
/**
* Initializes Sprite.
*/
Player::Player(b2World& world, Collection& collection) :
Sprite("player.png", PhysicalData(Vector2f(200.0f, 100.0f), Vector2i(50, 50), world,
CATEGORY_ACTOR, MASK_ALL, true)),
mWeapon(*this, collection, world),
mDestination(Vector2i(50, 50)) {
}
/**
* Sets the point where to look and shoot at.
*
* @param Absolute world coordinates of the crosshair.
*/
void
Player::setCrosshairPosition(const Vector2f& position) {
mCrosshairPosition = position - getPosition();
}
/**
* Fire the attacked Weapon, emitting a Bullet object.
*/
void
Player::fire() {
mWeapon.fire();
}
/**
* Moves the player to a destination point.
*
* @param destination Absolute world coordinate of the destination point.
*/
void
Player::move(const Vector2f& destination) {
mDestination = destination;
// Convert to relative destination.
setSpeed(mDestination - getPosition(), SPEED);
}
void
Player::onThink(float elapsedTime) {
// Stop if we are close enough.
if (thor::length(mDestination - getPosition()) < 1.0f) {
setSpeed(Vector2f(), 0);
}
// Look towards crosshair.
setAngle(angle(mCrosshairPosition));
}
/**
* Stop movement if we collide with anything except bullets.
*/
void
Player::onCollide(Physical& other, uint16 category) {
if (category != CATEGORY_PARTICLE) {
mDestination = getPosition();
}
}