/* * Sprite.h * * Created on: 11.08.2012 * Author: Felix */ #ifndef DG_SPRITE_H_ #define DG_SPRITE_H_ #include #include /** * An sprite that is rendered in the world. */ class Sprite : public sf::Drawable { public: /** * Categories of objects for filtering. * The order of categories is also used for render order (higher number on top). */ enum Category { CATEGORY_WORLD = 1 << 1, CATEGORY_NONSOLID = 1 << 2, CATEGORY_PARTICLE = 1 << 3, CATEGORY_ACTOR = 1 << 4 }; /** * Common collision masking values. */ enum Mask : unsigned short { MASK_ALL = 0xffff, //< Enables all collisions. MASK_NONE = 0 //< Disables any collisions. }; // Public functions. public: explicit Sprite(const sf::Vector2f& position, Category category, unsigned short mask, const sf::Vector2f& size, const std::string& texture, const sf::Vector2f& direction); virtual ~Sprite() = default; sf::Vector2f getPosition() const; sf::Vector2f getSpeed() const; sf::Vector2f getDirection() const; bool getDelete() const; Category getCategory() const; sf::Vector2f getSize() const; virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const; bool collisionEnabled(Category category) const; bool isInside(const sf::FloatRect& rect) const; virtual bool testCollision(std::shared_ptr other, int elapsed) = 0; virtual void onCollide(std::shared_ptr other); protected: void setDelete(bool value); void setSpeed(sf::Vector2f direction, float speed); void setDirection(const sf::Vector2f& direction); void setPosition(const sf::Vector2f& position); private: friend class World; sf::RectangleShape mShape; std::shared_ptr mTexture; sf::Vector2f mSpeed; Category mCategory; unsigned short mMask; bool mDelete; }; #endif /* DG_SPRITE_H_ */