Moved path finding logic from Player to Character.
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f0753b4a3a
commit
2be3f13810
4 changed files with 62 additions and 35 deletions
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@ -10,10 +10,14 @@
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#include <algorithm>
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#include <algorithm>
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#include <assert.h>
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#include <assert.h>
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#include <Thor/Vectors.hpp>
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#include "../sprite/Body.h"
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#include "../sprite/Body.h"
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#include "../util/Log.h"
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const String Character::KEY_HEALTH = "health";
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const String Character::KEY_HEALTH = "health";
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const String Character::KEY_SPEED = "speed";
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const String Character::KEY_SPEED = "speed";
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const float Character::POINT_REACHED_DISTANCE = 1.0f;
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std::vector<Character*> Character::mCharacterInstances = std::vector<Character*>();
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std::vector<Character*> Character::mCharacterInstances = std::vector<Character*>();
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/**
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/**
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@ -26,7 +30,8 @@ Character::Character(const Instances& instances, const String& texturePath,
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mCurrentHealth(mMaxHealth),
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mCurrentHealth(mMaxHealth),
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mMovementSpeed(config.get<float>(KEY_SPEED)),
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mMovementSpeed(config.get<float>(KEY_SPEED)),
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mWeapon(instances, *this, Yaml("weapon.yaml")),
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mWeapon(instances, *this, Yaml("weapon.yaml")),
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mInstances(instances) {
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mInstances(instances),
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mStartPathfinding(false) {
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mCharacterInstances.push_back(this);
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mCharacterInstances.push_back(this);
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}
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}
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@ -102,3 +107,46 @@ void
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Character::fire() {
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Character::fire() {
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mWeapon.fire();
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mWeapon.fire();
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}
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}
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/**
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* Set a destination to be walked to. Call move() for the actual movement.
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*
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* @param destination An absolute point to move towards.
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* @return True if a path was found.
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*/
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bool
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Character::setDestination(const Vector2f& destination) {
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mPath = mInstances.pathfinder.getPath(*this, destination);
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// Make sure we found a path.
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if (mPath.empty()) {
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LOG_I("No path found to destination.");
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} else {
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mStartPathfinding = true;
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}
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return mStartPathfinding;
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}
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/**
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* Move towards a destination. Call setDestination() for setting the destination.
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* This should be called from think().
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*/
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void
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Character::move() {
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if (!mPath.empty()) {
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if (mStartPathfinding) {
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setSpeed(*mPath.end() - getPosition(), mMovementSpeed);
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}
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if (thor::length(*mPath.end() - getPosition()) < POINT_REACHED_DISTANCE) {
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// Reached a path node.
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mPath.pop_back();
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if (!mPath.empty()) {
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// Move to next path node.
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setSpeed(*mPath.end() - getPosition(), mMovementSpeed);
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}
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else {
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LOG_I("Reached destination.");
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setSpeed(Vector2f(), 0);
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}
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}
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}
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}
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@ -41,11 +41,15 @@ protected:
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virtual void onDeath();
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virtual void onDeath();
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float getMovementSpeed() const;
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float getMovementSpeed() const;
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void fire();
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void fire();
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bool setDestination(const Vector2f& destination);
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void move();
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// Private variables.
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// Private variables.
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private:
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private:
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static const String KEY_HEALTH;
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static const String KEY_HEALTH;
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static const String KEY_SPEED;
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static const String KEY_SPEED;
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/// The distance to a point where it is considered reached.
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static const float POINT_REACHED_DISTANCE;
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static std::vector<Character*> mCharacterInstances;
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static std::vector<Character*> mCharacterInstances;
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@ -54,6 +58,8 @@ private:
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const float mMovementSpeed;
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const float mMovementSpeed;
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Weapon mWeapon;
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Weapon mWeapon;
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Instances mInstances;
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Instances mInstances;
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std::vector<Vector2f> mPath; //< Contains nodes to reach a set destination.
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bool mStartPathfinding; //< True if a movement destination was just set.
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};
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};
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#endif /* DG_ACTOR_H_ */
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#endif /* DG_ACTOR_H_ */
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@ -11,9 +11,7 @@
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#include "../util/Vector.h"
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#include "../util/Vector.h"
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#include "../items/Weapon.h"
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#include "../items/Weapon.h"
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#include "../util/String.h"
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#include "../util/String.h"
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const float Player::POINT_REACHED_DISTANCE = 1.0f;
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/**
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/**
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* Initializes Sprite.
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* Initializes Sprite.
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@ -21,8 +19,7 @@ const float Player::POINT_REACHED_DISTANCE = 1.0f;
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Player::Player(const Instances& instances, const Vector2f& position, const Yaml& config) :
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Player::Player(const Instances& instances, const Vector2f& position, const Yaml& config) :
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Character(instances, "player.png", PhysicalData(position, instances.world,
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Character(instances, "player.png", PhysicalData(position, instances.world,
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CATEGORY_ACTOR, MASK_ALL, true, false, true), config),
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CATEGORY_ACTOR, MASK_ALL, true, false, true), config),
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mDirection(0),
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mDirection(0) {
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mPathfinder(instances.pathfinder) {
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}
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}
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/**
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/**
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@ -51,15 +48,7 @@ Player::fire() {
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*/
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*/
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void
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void
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Player::move(const Vector2f& destination) {
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Player::move(const Vector2f& destination) {
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mPath = mPathfinder.getPath(*this, destination);
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setDestination(destination);
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// Make sure we found a path.
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if (mPath != std::vector<Vector2f>()) {
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setSpeed(*mPath.end() - getPosition(), getMovementSpeed());
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}
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// Otherwise stop (in case this was called during movement).
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else {
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setSpeed(Vector2f(), 0);
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}
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}
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}
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/**
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/**
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@ -98,20 +87,9 @@ Player::setDirection(Direction direction, bool unset) {
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*/
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*/
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void
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void
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Player::onThink(float elapsedTime) {
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Player::onThink(float elapsedTime) {
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// Stop if we are close enough to destination.
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if (!mDirection) {
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if (!mPath.empty()) {
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// Only use path finding movement if no direct input movement active.
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// Reached a point.
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Character::move();
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if (thor::length(*mPath.end() - getPosition()) < POINT_REACHED_DISTANCE) {
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mPath.pop_back();
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if (!mPath.empty()) {
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// Move to next.
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setSpeed(*mPath.end() - getPosition(), getMovementSpeed());
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}
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else {
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// Reached destination.
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setSpeed(Vector2f(), 0);
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}
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}
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}
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}
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// Look towards crosshair.
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// Look towards crosshair.
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setAngle(angle(mCrosshairPosition));
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setAngle(angle(mCrosshairPosition));
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@ -123,6 +101,6 @@ Player::onThink(float elapsedTime) {
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void
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void
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Player::onCollide(Physical& other, uint16 category) {
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Player::onCollide(Physical& other, uint16 category) {
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if (category != CATEGORY_PARTICLE) {
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if (category != CATEGORY_PARTICLE) {
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mPath.clear();
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setDestination(getPosition());
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}
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}
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}
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}
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@ -56,13 +56,8 @@ private:
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// Private variables.
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// Private variables.
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private:
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private:
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/// The distance to a point where it is considered reached.
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static const float POINT_REACHED_DISTANCE;
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Vector2f mCrosshairPosition; //< Relative position of the point to fire at (mouse cursor).
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Vector2f mCrosshairPosition; //< Relative position of the point to fire at (mouse cursor).
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uint8 mDirection; //< Current movement direction for direct control.
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uint8 mDirection; //< Current movement direction for direct control.
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Pathfinder& mPathfinder;
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std::vector<Vector2f> mPath;
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};
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};
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#endif /* DG_PLAYER_H_ */
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#endif /* DG_PLAYER_H_ */
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