/* * Player.h * * Created on: 21.07.2012 * Author: Felix */ #ifndef DG_PLAYER_H_ #define DG_PLAYER_H_ #include #include #include "../Pathfinder.h" #include "../abstract/Character.h" #include "../abstract/Sprite.h" #include "../items/Weapon.h" #include "../util/Vector.h" class Character; class Pathfinder; class Sprite; class Weapon; /** * Player object. */ class Player : public Sprite, public Character { // 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 }; // Public functions. public: Player(b2World& world, Collection& collection, const Vector2f& position, Pathfinder& pathfinder); void setCrosshairPosition(const Vector2f& position); void fire(); void move(const Vector2f& destination); void setDirection(Direction direction, bool unset); // Private functions. private: void onCollide(Physical& other, uint16 category); void onThink(float elapsedTime); // Private variables. 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 mCrosshairPosition; //< Relative position of the point to fire at (mouse cursor). uint8 mDirection; //< Current movement direction for direct control. Pathfinder& mPathfinder; std::vector mPath; }; #endif /* DG_PLAYER_H_ */