/* * Player.cpp * * Created on: 21.07.2012 * Author: Felix */ #include "Player.h" #include /** * Initializes Sprite. */ Player::Player(World& world, const sf::Vector2f& position, const Yaml& config) : Character(world, Data(position, CATEGORY_ACTOR, MASK_ALL), config), mDirection(0) { } /** * Sets the point where to look and shoot at. * * @param Absolute world coordinates of the crosshair. */ void Player::setCrosshairPosition(const sf::Vector2f& position) { mCrosshairPosition = position - getPosition(); } /** * Pull the trigger on the attached weapon. */ void Player::pullTrigger() { Character::pullTrigger(); } /** * Release the trigger on the attached weapon. */ void Player::releaseTrigger() { Character::releaseTrigger(); } /** * Moves the player to a destination point. * Disables any previous calls to Player::setDirection(). * * @param destination Absolute world coordinate of the destination point. */ void Player::move(const sf::Vector2f& destination) { setDestination(destination); } /** * Sets the movement direction. This is destined for input via keys (eg. WASD). * Disables any previous commands via Player::move(). * * @param direction The direction to move to. * @param unset False to start movement into the direction, true to stop it. */ void Player::setDirection(Direction direction, bool unset) { if (unset) { mDirection = mDirection & ~direction; } else { mDirection = mDirection | direction; } // Convert directions into a vector. sf::Vector2f dirVec(0, 0); if (mDirection & Direction::RIGHT) { dirVec.x += 1.0f; } if (mDirection & Direction::LEFT) { dirVec.x += - 1.0f; } if (mDirection & Direction::DOWN) { dirVec.y += 1.0f; } if (mDirection & Direction::UP) { dirVec.y += - 1.0f; } setSpeed(dirVec, getMovementSpeed()); } /** * Check if we arrived at destination, turn towards cursor. */ void Player::onThink(int elapsed) { Character::onThink(elapsed); if (!mDirection) { // Only use path finding movement if no direct input movement active. Character::move(); } // Look towards crosshair. Sprite::setDirection(mCrosshairPosition); }