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dungeon-gunner/source/sprite/Player.h

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/*
* 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 "../Pathfinder.h"
#include "../abstract/Actor.h"
#include "../abstract/Sprite.h"
#include "../items/Weapon.h"
#include "../util/Vector.h"
class Actor;
class Pathfinder;
class Sprite;
class Weapon;
/**
* Player object.
*/
class Player : public Sprite, public Actor {
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// Public types.
public:
/**
* Movement directions that can be set via Player::setDirection().
*/
enum class Direction : uint8 {
RIGHT = 1 << 0,
LEFT = 1 << 1,
UP = 1 << 2,
DOWN = 1 << 3
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};
// Public functions.
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public:
Player(b2World& world, Collection& collection, const Vector2f& position, Pathfinder& pathfinder);
void setCrosshairPosition(const Vector2f& position);
void fire();
void move(const Vector2f& destination);
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void setDirection(Direction direction, bool unset);
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// Private functions.
private:
void onCollide(Physical& other, uint16 category);
void onThink(float elapsedTime);
// Private variables.
private:
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static const float SPEED;
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static const Vector2i SIZE;
/// The distance to a point where it is considered reached.
static const float POINT_REACHED_DISTANCE;
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Weapon mWeapon; //< Weapon object used for Player::fire().
Vector2f mCrosshairPosition; //< Relative position of the point to fire at (mouse cursor).
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uint8 mDirection; //< Current movement direction for direct control.
Pathfinder& mPathfinder;
std::vector<Vector2f> mPath;
};
#endif /* DG_PLAYER_H_ */