/*
* Player.h
*
* Created on: 21.07.2012
* Author: Felix
*/
#ifndef DG_PLAYER_H_
#define DG_PLAYER_H_
#include <SFML/System.hpp>
#include <SFML/Graphics.hpp>
#include "../abstract/Actor.h"
#include "../abstract/Sprite.h"
#include "../items/Weapon.h"
#include "../util/Vector.h"
class Sprite;
/**
* Player object.
class Player : public Sprite, public Actor {
// Public types.
public:
* Movement directions that can be set via Player::setDirection().
enum Direction {
DIRECTION_RIGHT = 1 << 0,
DIRECTION_LEFT = 1 << 1,
DIRECTION_UP = 1 << 2,
DIRECTION_DOWN = 1 << 3
};
// Public functions.
Player(b2World& world, Collection& collection, const Vector2f& position);
void setCrosshairPosition(const Vector2f& position);
void fire();
void move(const Vector2f& destination);
void setDirection(Direction direction, bool unset);
// Private functions.
private:
void onCollide(Physical& other, uint16 category);
void onThink(float elapsedTime);
// Private variables.
static const float SPEED;
static const Vector2i SIZE;
Weapon mWeapon; //< Weapon object used for Player::fire().
Vector2f mDestination; //< Absolute position of the movement destination.
Vector2f mCrosshairPosition; //< Relative position of the point to fire at (mouse cursor).
uint8 mDirection; //< Current movement direction for direct control.
bool mDirectInput; //< True when using keyboard input (directions), false when using
// destination point.
#endif /* DG_PLAYER_H_ */