/* * Player.cpp * * Created on: 21.07.2012 * Author: Felix */ #include "Player.h" #include #include "../util/Vector.h" #include "../items/Weapon.h" const float Player::SPEED = 100.0f; const Vector2i Player::SIZE = Vector2i(50, 50); /** * Initializes Sprite. */ Player::Player(b2World& world, Collection& collection, const Vector2f& position) : Sprite("player.png", PhysicalData(position, SIZE, world, CATEGORY_ACTOR, MASK_ALL, true)), Actor(100), mWeapon(*this, collection, world), mDestination(Vector2i(50, 50)) { } /** * Sets the point where to look and shoot at. * * @param Absolute world coordinates of the crosshair. */ void Player::setCrosshairPosition(const Vector2f& position) { mCrosshairPosition = position - getPosition(); } /** * Fire the attacked Weapon, emitting a Bullet object. */ void Player::fire() { mWeapon.fire(); } /** * Moves the player to a destination point. * * @param destination Absolute world coordinate of the destination point. */ void Player::move(const Vector2f& destination) { mDestination = destination; // Convert to relative destination. setSpeed(mDestination - getPosition(), SPEED); } void Player::onThink(float elapsedTime) { // Stop if we are close enough. if (thor::length(mDestination - getPosition()) < 1.0f) { setSpeed(Vector2f(), 0); } // Look towards crosshair. setAngle(angle(mCrosshairPosition)); } /** * Stop movement if we collide with anything except bullets. */ void Player::onCollide(Physical& other, uint16 category) { if (category != CATEGORY_PARTICLE) { mDestination = getPosition(); } }