Added direct movement via WASD keys.
This commit is contained in:
parent
a793cc8933
commit
98fb433dbf
3 changed files with 87 additions and 7 deletions
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@ -132,6 +132,18 @@ Game::keyUp(const sf::Event& event) {
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case sf::Keyboard::Space:
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case sf::Keyboard::Space:
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mPaused = !mPaused;
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mPaused = !mPaused;
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break;
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break;
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case sf::Keyboard::W:
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mPlayer.setDirection(Player::DIRECTION_UP, true);
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break;
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case sf::Keyboard::S:
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mPlayer.setDirection(Player::DIRECTION_DOWN, true);
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break;
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case sf::Keyboard::A:
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mPlayer.setDirection(Player::DIRECTION_LEFT, true);
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break;
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case sf::Keyboard::D:
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mPlayer.setDirection(Player::DIRECTION_RIGHT, true);
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break;
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default:
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default:
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break;
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break;
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}
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}
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@ -143,6 +155,18 @@ Game::keyUp(const sf::Event& event) {
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void
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void
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Game::keyDown(const sf::Event& event) {
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Game::keyDown(const sf::Event& event) {
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switch (event.key.code) {
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switch (event.key.code) {
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case sf::Keyboard::W:
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mPlayer.setDirection(Player::DIRECTION_UP, false);
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break;
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case sf::Keyboard::S:
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mPlayer.setDirection(Player::DIRECTION_DOWN, false);
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break;
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case sf::Keyboard::A:
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mPlayer.setDirection(Player::DIRECTION_LEFT, false);
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break;
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case sf::Keyboard::D:
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mPlayer.setDirection(Player::DIRECTION_RIGHT, false);
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break;
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default:
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default:
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break;
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break;
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}
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}
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@ -23,7 +23,9 @@ Player::Player(b2World& world, Collection& collection, const Vector2f& position)
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CATEGORY_ACTOR, MASK_ALL, true)),
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CATEGORY_ACTOR, MASK_ALL, true)),
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Actor(100),
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Actor(100),
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mWeapon(*this, collection, world, SIZE),
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mWeapon(*this, collection, world, SIZE),
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mDestination(Vector2i(50, 50)) {
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mDestination(Vector2i(position)),
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mDirection(0),
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mDirectInput(false) {
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}
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}
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/**
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/**
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@ -35,8 +37,9 @@ void
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Player::setCrosshairPosition(const Vector2f& position) {
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Player::setCrosshairPosition(const Vector2f& position) {
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mCrosshairPosition = position - getPosition();
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mCrosshairPosition = position - getPosition();
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}
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}
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/**
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/**
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* Fire the attacked Weapon, emitting a Bullet object.
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* Fires the attached Weapon, emitting a Bullet object.
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*/
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*/
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void
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void
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Player::fire() {
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Player::fire() {
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@ -45,6 +48,7 @@ Player::fire() {
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/**
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/**
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* Moves the player to a destination point.
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* Moves the player to a destination point.
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* Disables any previous calls to Player::setDirection().
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*
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*
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* @param destination Absolute world coordinate of the destination point.
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* @param destination Absolute world coordinate of the destination point.
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*/
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*/
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@ -53,12 +57,48 @@ Player::move(const Vector2f& destination) {
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mDestination = destination;
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mDestination = destination;
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// Convert to relative destination.
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// Convert to relative destination.
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setSpeed(mDestination - getPosition(), SPEED);
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setSpeed(mDestination - getPosition(), SPEED);
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mDirectInput = false;
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}
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}
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/**
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* Sets the movement direction. This is destined for input via keys (eg. WASD).
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* Disables any previous commands via Player::move().
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*
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* @param direction The direction to move to.
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* @param unset False to start movement into the direction, true to stop it.
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*/
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void
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Player::setDirection(Direction direction, bool unset) {
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if (unset) {
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mDirection = mDirection & ~direction;
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} else {
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mDirection = mDirection | direction;
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}
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// Convert directions into a vector.
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Vector2f dirVec(0, 0);
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if (mDirection & DIRECTION_RIGHT) {
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dirVec.x += 1.0f;
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}
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if (mDirection & DIRECTION_LEFT) {
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dirVec.x += - 1.0f;
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}
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if (mDirection & DIRECTION_DOWN) {
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dirVec.y += 1.0f;
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}
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if (mDirection & DIRECTION_UP) {
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dirVec.y += - 1.0f;
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}
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setSpeed(dirVec, SPEED);
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mDirectInput = true;
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}
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/**
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* Check if we arrived at destination, turn towards cursor.
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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.
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// Stop if we are close enough to destination.
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if (thor::length(mDestination - getPosition()) < 1.0f) {
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if (!mDirectInput && (thor::length(mDestination - getPosition()) < 1.0f)) {
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setSpeed(Vector2f(), 0);
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setSpeed(Vector2f(), 0);
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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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@ -22,6 +22,18 @@ class Sprite;
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* Player object.
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* Player object.
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*/
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*/
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class Player : public Sprite, public Actor {
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class Player : public Sprite, public Actor {
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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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// Public functions.
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// Public functions.
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public:
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public:
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Player(b2World& world, Collection& collection, const Vector2f& position);
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Player(b2World& world, Collection& collection, const Vector2f& position);
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@ -29,9 +41,10 @@ public:
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void setCrosshairPosition(const Vector2f& position);
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void setCrosshairPosition(const Vector2f& position);
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void fire();
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void fire();
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void move(const Vector2f& destination);
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void move(const Vector2f& destination);
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void setDirection(Direction direction, bool unset);
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// Protected functions.
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// Private functions.
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protected:
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private:
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void onCollide(Physical& other, uint16 category);
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void onCollide(Physical& other, uint16 category);
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void onThink(float elapsedTime);
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void onThink(float elapsedTime);
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@ -43,6 +56,9 @@ private:
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Weapon mWeapon; //< Weapon object used for Player::fire().
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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 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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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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bool mDirectInput; //< True when using keyboard input (directions), false when using
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// destination point.
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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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