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dungeon-gunner/source/sprites/Player.cpp

79 lines
1.7 KiB
C++

/*
* Player.cpp
*
* Created on: 21.07.2012
* Author: Felix
*/
#include "Player.h"
#include <Thor/Vectors.hpp>
#include "../util/Yaml.h"
/**
* Initializes Sprite.
*/
Player::Player(World& world, Pathfinder& pathfinder,
const Vector2f& position) :
Character(position, CATEGORY_ACTOR, MASK_ALL, Yaml("player.yaml"), world,
pathfinder),
mDirection(0) {
}
Vector2f
Player::getCrosshairPosition() const {
return mCrosshairPosition;
}
/**
* 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();
}
/**
* 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.
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());
}
void
Player::setDestination(const Vector2f& destination) {
mDirection = 0;
Character::setDestination(destination);
}
/**
* Check if we arrived at destination, turn towards cursor.
*/
void
Player::onThink(int elapsed) {
Character::onThink(elapsed);
Sprite::setDirection(mCrosshairPosition);
}