From 197ef6b3982b53cf8f05d5f2f9537fbfa64489d3 Mon Sep 17 00:00:00 2001 From: Felix Ableitner Date: Mon, 1 Oct 2012 09:12:00 +0200 Subject: [PATCH] Integrated Pathfinder class into Game/Player. --- source/Game.cpp | 15 +++++++------- source/Game.h | 2 ++ source/sprite/Player.cpp | 42 +++++++++++++++++++++++++++------------- source/sprite/Player.h | 13 +++++++++---- 4 files changed, 48 insertions(+), 24 deletions(-) diff --git a/source/Game.cpp b/source/Game.cpp index f0b5d95..7edaa97 100644 --- a/source/Game.cpp +++ b/source/Game.cpp @@ -7,6 +7,8 @@ #include "Game.h" +#include + #include "abstract/Actor.h" #include "sprite/Cover.h" #include "sprite/Enemy.h" @@ -29,8 +31,9 @@ Game::Game(const Vector2i& resolution) : sf::Style::Close | sf::Style::Titlebar), mView(Vector2f(0, 0), Vector2f(resolution)), //mFps("test"), - mTileManager(mWorld), - mPlayer(mWorld, mCollection, Vector2f(200.0f, 100.0f)), + mTileManager(mWorld), + mPathfinder(mWorld), + mPlayer(mWorld, mCollection, Vector2f(200.0f, 100.0f), mPathfinder), mElapsed(0), mQuit(false), mPaused(false) { @@ -39,12 +42,10 @@ Game::Game(const Vector2i& resolution) : mWorld.SetContactListener(this); mTileManager.generate(); - for (int i = 0; i < 500; i += 50) { - mCollection.insert(std::shared_ptr(new Cover(Vector2f(i, i), Vector2i(20, 20), - mWorld))); - } mCollection.insert(std::shared_ptr(new Enemy(mWorld, Vector2f(400.0f, 200.0f), - mCollection))); + mCollection))); + mCollection.insert(std::shared_ptr(new Cover(Vector2f(300, 200), Vector2i(100, 150), + mWorld))); } /** diff --git a/source/Game.h b/source/Game.h index 1c8bef8..ca3e2c9 100644 --- a/source/Game.h +++ b/source/Game.h @@ -15,6 +15,7 @@ #include +#include "Pathfinder.h" #include "TileManager.h" #include "sprite/Player.h" #include "util/Collection.h" @@ -61,6 +62,7 @@ private: Collection mCollection; TileManager mTileManager; + Pathfinder mPathfinder; Player mPlayer; /// Milliseconds since the last tick. diff --git a/source/sprite/Player.cpp b/source/sprite/Player.cpp index 1541f27..0f8caf9 100644 --- a/source/sprite/Player.cpp +++ b/source/sprite/Player.cpp @@ -13,19 +13,20 @@ #include "../items/Weapon.h" const float Player::SPEED = 100.0f; -const Vector2i Player::SIZE = Vector2i(50, 50); +const Vector2i Player::SIZE = Vector2i(50, 50); +const float Player::POINT_REACHED_DISTANCE = 1.0f; /** * Initializes Sprite. */ -Player::Player(b2World& world, Collection& collection, const Vector2f& position) : +Player::Player(b2World& world, Collection& collection, const Vector2f& position, + Pathfinder& pathfinder) : Sprite("player.png", PhysicalData(position, SIZE, world, CATEGORY_ACTOR, MASK_ALL, true, false, true)), Actor(100), - mWeapon(*this, collection, world, SIZE), - mDestination(Vector2i(position)), + mWeapon(*this, collection, world, SIZE), mDirection(0), - mDirectInput(false) { + mPathfinder(pathfinder) { } /** @@ -54,10 +55,15 @@ Player::fire() { */ void Player::move(const Vector2f& destination) { - mDestination = destination; - // Convert to relative destination. - setSpeed(mDestination - getPosition(), SPEED); - mDirectInput = false; + mPath = mPathfinder.getPath(*this, destination); + // Make sure we found a path. + if (mPath != std::vector()) { + setSpeed(*mPath.end() - getPosition(), SPEED); + } + // Otherwise stop (in case this was called during movement). + else { + setSpeed(Vector2f(), 0); + } } /** @@ -89,7 +95,6 @@ Player::setDirection(Direction direction, bool unset) { dirVec.y += - 1.0f; } setSpeed(dirVec, SPEED); - mDirectInput = true; } /** @@ -98,8 +103,19 @@ Player::setDirection(Direction direction, bool unset) { void Player::onThink(float elapsedTime) { // Stop if we are close enough to destination. - if (!mDirectInput && (thor::length(mDestination - getPosition()) < 1.0f)) { - setSpeed(Vector2f(), 0); + if (!mPath.empty()) { + // Reached a point. + if (thor::length(*mPath.end() - getPosition()) < POINT_REACHED_DISTANCE) { + mPath.pop_back(); + if (!mPath.empty()) { + // Move to next. + setSpeed(*mPath.end() - getPosition(), SPEED); + } + else { + // Reached destination. + setSpeed(Vector2f(), 0); + } + } } // Look towards crosshair. setAngle(angle(mCrosshairPosition)); @@ -111,6 +127,6 @@ Player::onThink(float elapsedTime) { void Player::onCollide(Physical& other, uint16 category) { if (category != CATEGORY_PARTICLE) { - mDestination = getPosition(); + mPath.clear(); } } diff --git a/source/sprite/Player.h b/source/sprite/Player.h index b2601ef..8dd65f1 100644 --- a/source/sprite/Player.h +++ b/source/sprite/Player.h @@ -11,12 +11,14 @@ #include #include +#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; @@ -38,7 +40,7 @@ public: // Public functions. public: - Player(b2World& world, Collection& collection, const Vector2f& position); + Player(b2World& world, Collection& collection, const Vector2f& position, Pathfinder& pathfinder); void setCrosshairPosition(const Vector2f& position); void fire(); @@ -54,13 +56,16 @@ private: private: static const float SPEED; static const Vector2i SIZE; + /// The distance to a point where it is considered reached. + static const float POINT_REACHED_DISTANCE; 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. + + Pathfinder& mPathfinder; + std::vector mPath; }; #endif /* DG_PLAYER_H_ */