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dungeon-gunner/source/abstract/Sprite.cpp

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/*
* Sprite.cpp
*
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* Created on: 11.08.2012
* Author: Felix
*/
#include "Sprite.h"
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#include <Thor/Vectors.hpp>
#include "../util/Loader.h"
#include "../util/Log.h"
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#include "../util/ResourceManager.h"
#include "../util/Yaml.h"
/**
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* Initializes sprite data.
*
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* @param data Container holding construction parameters.
* @param config Additional construction parameters
*/
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Sprite::Sprite(const Data& data, const Yaml& config) :
mCategory(data.category),
mMask(data.mask),
mDelete(false) {
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// Init shape
float radius = config.get(YAML_KEY::RADIUS, 0.0f);
sf::Vector2f size = config.get(YAML_KEY::SIZE, sf::Vector2f());
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if (radius != 0.0f) {
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mShape.type = Shape::Type::CIRCLE;
mShape.shape = std::unique_ptr<sf::Shape>(new sf::CircleShape(radius));
mShape.shape->setOrigin(radius, radius);
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mShape.shape->setTextureRect(sf::IntRect(sf::Vector2i(0, 0),
sf::Vector2i(radius * 2, radius * 2)));
}
else if (size == sf::Vector2f()) {
LOG_E("Failed to read size or radius from " << config.getFilename() <<
", using texture size.");
size = sf::Vector2f(mTexture->getSize());
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}
else if (size != sf::Vector2f()) {
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mShape.type = Shape::Type::RECTANGLE;
mShape.shape = std::unique_ptr<sf::Shape>(new sf::RectangleShape(size));
mShape.shape->setOrigin(size / 2.0f);
mShape.shape->setTextureRect(sf::IntRect(sf::Vector2i(0, 0), sf::Vector2i(size)));
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}
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// Init texture
std::string texture = config.get<std::string>(YAML_KEY::TEXTURE, "");
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if (texture != "") {
try {
mTexture = ResourceManager::i().acquire(Loader::i()
.fromFile<sf::Texture>(texture));
mShape.shape->setTexture(&*mTexture, false);
}
catch (thor::ResourceLoadingException&) {
LOG_W("Failed to load texture " << texture << ", coloring red.");
mShape.shape->setFillColor(sf::Color(255, 0, 0));
}
}
else {
LOG_W("Failed to read texture file name from YAML file " <<
config.getFilename() << ", coloring red.");
mShape.shape->setFillColor(sf::Color(255, 0, 0));
}
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setPosition(data.position);
setDirection(data.direction);
}
/**
* Used to make this class pure virtual without any pure virtual function.
*/
Sprite::~Sprite() {
}
/**
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* Initializes container.
*/
Sprite::Data::Data(const sf::Vector2f& position, Category category,
unsigned short mask, const sf::Vector2f& direction) :
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position(position),
direction(direction),
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category(category),
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mask(mask) {
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}
/**
* Returns the position of the sprite (center).
*/
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sf::Vector2f
Sprite::getPosition() const {
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return mShape.shape->getPosition();
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}
/**
* Returns the movement speed of the sprite.
*/
sf::Vector2f
Sprite::getSpeed() const {
return mSpeed;
}
/**
* Returns the angle of the sprite.
*/
sf::Vector2f
Sprite::getDirection() const {
return thor::rotatedVector(sf::Vector2f(1, 0), mShape.shape->getRotation());
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}
/**
* Returns true if this object should be deleted.
*/
bool
Sprite::getDelete() const {
return mDelete;
}
/**
* Returns the Category of this object.
*/
Sprite::Category
Sprite::getCategory() const {
return mCategory;
}
/**
* Returns the size of the sprite as a vector (bottom left to top right),
* does not consider rotation.
*/
sf::Vector2f
Sprite::getSize() const {
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sf::FloatRect bounds = mShape.shape->getLocalBounds();
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return sf::Vector2f(bounds.width, bounds.height);
}
void
Sprite::draw(sf::RenderTarget& target, sf::RenderStates states) const {
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target.draw(*mShape.shape, states);
}
/**
* Returns true if collisions with that category are enabled through mask.
*/
bool
Sprite::collisionEnabled(Category category) const {
return (category & mMask) != 0;
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}
bool
Sprite::isInside(const sf::FloatRect& rect) const {
return rect.intersects(mShape.shape->getGlobalBounds());
}
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/**
* Called when a collision with another Sprite occured. Override this method
* to manage collision events.
*
* @param other The other Sprite in the collision.
*/
void
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Sprite::onCollide(std::shared_ptr<Sprite> other) {
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}
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/**
* Set to true to mark this object for deletion from the world.
*/
void
Sprite::setDelete(bool value) {
mDelete = value;
}
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/**
* Sets movement speed and direction of the Sprite. Set either value to zero to stop movement.
*
* @param direction The direction the Sprite moves in, does not have to be normalized.
* @param speed Movement speed in pixels per second.
*/
void
Sprite::setSpeed(sf::Vector2f direction, float speed) {
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if (direction != sf::Vector2f())
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thor::setLength(direction, speed);
mSpeed = direction;
}
void
Sprite::setDirection(const sf::Vector2f& direction) {
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if (direction != sf::Vector2f())
mShape.shape->setRotation(thor::polarAngle(direction) + 90);
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}
/**
* Sets the position of thr Sprite.
*/
void
Sprite::setPosition(const sf::Vector2f& position) {
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mShape.shape->setPosition(position);
}
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/**
* Returns the radius of this sprite. Will fail if this is not a circle.
*
* @return The radius of this sprite.
*/
float
Sprite::getRadius() const {
std::shared_ptr<sf::CircleShape> circleShape =
std::dynamic_pointer_cast<sf::CircleShape>(mShape.shape);
assert(circleShape);
return circleShape->getRadius();
}