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dungeon-gunner/source/sprite/Player.cpp
2012-10-13 19:36:33 +02:00

106 lines
2.5 KiB
C++

/*
* Player.cpp
*
* Created on: 21.07.2012
* Author: Felix
*/
#include "Player.h"
#include <Thor/Vectors.hpp>
#include "../util/Vector.h"
#include "../items/Weapon.h"
#include "../util/String.h"
/**
* Initializes Sprite.
*/
Player::Player(const Instances& instances, const Vector2f& position, const Yaml& config) :
Character(instances, "player.png", PhysicalData(position, instances.world,
CATEGORY_ACTOR, MASK_ALL, true, false, true), config),
mDirection(0) {
}
/**
* 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();
}
/**
* Fires the attached Weapon, emitting a Bullet object.
*/
void
Player::fire() {
Character::fire();
}
/**
* 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 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 & ~(uint8) direction;
} else {
mDirection = mDirection | (uint8) direction;
}
// Convert directions into a vector.
Vector2f dirVec(0, 0);
if (mDirection & (uint8) Direction::RIGHT) {
dirVec.x += 1.0f;
}
if (mDirection & (uint8) Direction::LEFT) {
dirVec.x += - 1.0f;
}
if (mDirection & (uint8) Direction::DOWN) {
dirVec.y += 1.0f;
}
if (mDirection & (uint8) Direction::UP) {
dirVec.y += - 1.0f;
}
setSpeed(dirVec, getMovementSpeed());
}
/**
* Check if we arrived at destination, turn towards cursor.
*/
void
Player::onThink(float elapsedTime) {
if (!mDirection) {
// Only use path finding movement if no direct input movement active.
Character::move();
}
// 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) {
setDestination(getPosition());
}
}