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dungeon-gunner/source/sprites/Player.cpp

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/*
* Player.cpp
*
* Created on: 21.07.2012
* Author: Felix
*/
#include "Player.h"
#include <Thor/Vectors.hpp>
/**
* Initializes Sprite.
*/
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Player::Player(World& world, TileManager& tileManager, Pathfinder& pathfinder,
const sf::Vector2f& position, const Yaml& config) :
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Character(world, tileManager, pathfinder,
Data(position, CATEGORY_ACTOR, MASK_ALL), config),
mDirection(0) {
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}
/**
* Sets the point where to look and shoot at.
*
* @param Absolute world coordinates of the crosshair.
*/
void
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Player::setCrosshairPosition(const sf::Vector2f& position) {
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mCrosshairPosition = position - getPosition();
}
/**
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* Pull the trigger on the attached weapon.
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*/
void
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Player::pullTrigger() {
Character::pullTrigger();
}
/**
* Release the trigger on the attached weapon.
*/
void
Player::releaseTrigger() {
Character::releaseTrigger();
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}
/**
* Sets the movement direction. This is destined for input via keys (eg. WASD).
* Disables any previous commands via Player::move().
*
* @param direction The direction to move to.
* @param unset False to start movement into the direction, true to stop it.
*/
void
Player::setDirection(Direction direction, bool unset) {
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if (unset)
mDirection = mDirection & ~direction;
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else
mDirection = mDirection | direction;
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// Convert directions into a vector.
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sf::Vector2f dirVec(0, 0);
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if (mDirection & Direction::RIGHT)
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dirVec.x += 1.0f;
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if (mDirection & Direction::LEFT)
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dirVec.x += - 1.0f;
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if (mDirection & Direction::DOWN)
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dirVec.y += 1.0f;
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if (mDirection & Direction::UP)
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dirVec.y += - 1.0f;
setSpeed(dirVec, getMovementSpeed());
}
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void
Player::setDestination(const sf::Vector2f& destination) {
mDirection = 0;
Character::setDestination(destination);
}
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/**
* Check if we arrived at destination, turn towards cursor.
*/
void
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Player::onThink(int elapsed) {
Character::onThink(elapsed);
Sprite::setDirection(mCrosshairPosition);
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}