2012-09-09 20:50:15 +00:00
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/*
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* Player.h
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*
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* Created on: 21.07.2012
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* Author: Felix
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*/
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#ifndef DG_PLAYER_H_
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#define DG_PLAYER_H_
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#include <SFML/System.hpp>
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#include <SFML/Graphics.hpp>
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#include "../abstract/Actor.h"
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#include "../abstract/Sprite.h"
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#include "../items/Weapon.h"
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#include "../util/Vector.h"
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2012-09-14 18:39:56 +00:00
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class Actor;
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2012-09-09 20:50:15 +00:00
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class Sprite;
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2012-09-14 18:39:56 +00:00
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class Weapon;
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2012-09-09 20:50:15 +00:00
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/**
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* Player object.
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*/
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class Player : public Sprite, public Actor {
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2012-09-12 18:10:29 +00:00
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// Public types.
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public:
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/**
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* Movement directions that can be set via Player::setDirection().
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*/
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enum Direction {
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DIRECTION_RIGHT = 1 << 0,
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DIRECTION_LEFT = 1 << 1,
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DIRECTION_UP = 1 << 2,
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DIRECTION_DOWN = 1 << 3
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};
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2012-09-09 20:50:15 +00:00
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// Public functions.
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2012-09-12 12:21:57 +00:00
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public:
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Player(b2World& world, Collection& collection, const Vector2f& position);
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2012-09-09 20:50:15 +00:00
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void setCrosshairPosition(const Vector2f& position);
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void fire();
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void move(const Vector2f& destination);
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2012-09-12 18:10:29 +00:00
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void setDirection(Direction direction, bool unset);
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2012-09-09 20:50:15 +00:00
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2012-09-12 18:10:29 +00:00
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// Private functions.
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private:
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2012-09-09 20:50:15 +00:00
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void onCollide(Physical& other, uint16 category);
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void onThink(float elapsedTime);
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// Private variables.
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private:
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2012-09-12 12:21:57 +00:00
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static const float SPEED;
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2012-09-11 19:12:34 +00:00
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static const Vector2i SIZE;
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2012-09-12 12:21:57 +00:00
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2012-09-09 20:50:15 +00:00
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Weapon mWeapon; //< Weapon object used for Player::fire().
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Vector2f mDestination; //< Absolute position of the movement destination.
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Vector2f mCrosshairPosition; //< Relative position of the point to fire at (mouse cursor).
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2012-09-12 18:10:29 +00:00
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uint8 mDirection; //< Current movement direction for direct control.
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bool mDirectInput; //< True when using keyboard input (directions), false when using
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// destination point.
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2012-09-09 20:50:15 +00:00
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};
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#endif /* DG_PLAYER_H_ */
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