116 lines
2.7 KiB
C++
116 lines
2.7 KiB
C++
/*
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* Player.cpp
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*
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* Created on: 21.07.2012
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* Author: Felix
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*/
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#include "Player.h"
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#include <Thor/Vectors.hpp>
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#include "../util/Vector.h"
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#include "../items/Weapon.h"
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const float Player::SPEED = 100.0f;
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const Vector2i Player::SIZE = Vector2i(50, 50);
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/**
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* Initializes Sprite.
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*/
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Player::Player(b2World& world, Collection& collection, const Vector2f& position) :
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Sprite("player.png", PhysicalData(position, SIZE, world,
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CATEGORY_ACTOR, MASK_ALL, true, false, true)),
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Actor(100),
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mWeapon(*this, collection, world, SIZE),
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mDestination(Vector2i(position)),
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mDirection(0),
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mDirectInput(false) {
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}
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/**
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* Sets the point where to look and shoot at.
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*
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* @param Absolute world coordinates of the crosshair.
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*/
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void
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Player::setCrosshairPosition(const Vector2f& position) {
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mCrosshairPosition = position - getPosition();
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}
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/**
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* Fires the attached Weapon, emitting a Bullet object.
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*/
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void
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Player::fire() {
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mWeapon.fire();
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}
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/**
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* Moves the player to a destination point.
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* Disables any previous calls to Player::setDirection().
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*
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* @param destination Absolute world coordinate of the destination point.
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*/
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void
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Player::move(const Vector2f& destination) {
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mDestination = destination;
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// Convert to relative destination.
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setSpeed(mDestination - getPosition(), SPEED);
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mDirectInput = false;
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}
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/**
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* Sets the movement direction. This is destined for input via keys (eg. WASD).
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* Disables any previous commands via Player::move().
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*
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* @param direction The direction to move to.
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* @param unset False to start movement into the direction, true to stop it.
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*/
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void
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Player::setDirection(Direction direction, bool unset) {
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if (unset) {
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mDirection = mDirection & ~direction;
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} else {
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mDirection = mDirection | direction;
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}
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// Convert directions into a vector.
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Vector2f dirVec(0, 0);
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if (mDirection & DIRECTION_RIGHT) {
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dirVec.x += 1.0f;
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}
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if (mDirection & DIRECTION_LEFT) {
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dirVec.x += - 1.0f;
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}
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if (mDirection & DIRECTION_DOWN) {
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dirVec.y += 1.0f;
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}
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if (mDirection & DIRECTION_UP) {
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dirVec.y += - 1.0f;
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}
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setSpeed(dirVec, SPEED);
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mDirectInput = true;
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}
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/**
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* Check if we arrived at destination, turn towards cursor.
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*/
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void
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Player::onThink(float elapsedTime) {
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// Stop if we are close enough to destination.
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if (!mDirectInput && (thor::length(mDestination - getPosition()) < 1.0f)) {
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setSpeed(Vector2f(), 0);
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}
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// Look towards crosshair.
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setAngle(angle(mCrosshairPosition));
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}
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/**
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* Stop movement if we collide with anything except bullets.
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*/
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void
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Player::onCollide(Physical& other, uint16 category) {
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if (category != CATEGORY_PARTICLE) {
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mDestination = getPosition();
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}
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}
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