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dungeon-gunner/source/abstract/Sprite.h

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C++
Executable File

/*
* Sprite.h
*
* Created on: 11.08.2012
* Author: Felix
*/
#ifndef DG_SPRITE_H_
#define DG_SPRITE_H_
#include <memory>
#include <SFML/Graphics.hpp>
/**
* 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<Sprite> other,
sf::Vector2f& offsetFirst, const sf::Vector2f& offsetSecond) = 0;
virtual void onCollide(std::shared_ptr<Sprite> 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 CollisionModel;
friend class World;
sf::RectangleShape mShape;
std::shared_ptr<sf::Texture> mTexture;
sf::Vector2f mSpeed;
Category mCategory;
unsigned short mMask;
bool mDelete = false;
};
#endif /* DG_SPRITE_H_ */