This repository has been archived on 2019-12-07. You can view files and clone it, but cannot push or open issues or pull requests.
dungeon-gunner/source/abstract/Body.cpp
2012-12-22 16:52:43 +01:00

154 lines
3 KiB
C++
Executable file

/*
* Body.cpp
*
* Created on: 11.08.2012
* Author: Felix
*/
#include "Body.h"
#include <math.h>
#include <Thor/Vectors.hpp>
const std::string Body::KEY_SIZE = "size";
const sf::Vector2i Body::DEFAULT_SIZE = sf::Vector2i(50, 50);
/**
* Initializes Box2D body.
*
* @param data Data needed for construction.
*/
Body::Body(const Data& data, const Yaml& config, const sf::Vector2i& pSize) :
mPosition(data.position),
mSize(config.get(KEY_SIZE, DEFAULT_SIZE)),
mAngle(0),
mCategory(data.category),
mMask(data.mask),
mDelete(false) {
}
/**
* Used to make this class pure virtual without any pure virtual function.
*/
Body::~Body() {
}
/**
* Initializes container.
*/
Body::Data::Data(const sf::Vector2f& position, float angle,
Category category, unsigned short maskExclude) :
position(position),
angle(angle),
category(category),
mask(maskExclude) {
}
/**
* Returns the position of the sprite (center).
*/
sf::Vector2f
Body::getPosition() const {
return mPosition;
}
/**
* Returns the movement speed of the body.
*/
sf::Vector2f
Body::getSpeed() const {
return mSpeed;
}
/**
* Returns the rotation of the body (converted to an SFML angle).
*/
float
Body::getAngle() const {
return mAngle;
}
/**
* Returns true if this object should be deleted.
*/
bool
Body::getDelete() const {
return mDelete;
}
/**
* Returns the Physical::Category of this object.
*/
Body::Category
Body::getCategory() const {
return mCategory;
}
/**
* Returns the size of the body as a vector.
*/
sf::Vector2i
Body::getSize() const {
return mSize;
}
/**
* This method filters collisions with other physicals. Implement it if you want to
* limit collisions to/with certain objects. Default implementation always returns true.
*
* @param other The Physical this object is about to collide with.
* @return True if the objects should collide.
*/
bool
Body::doesCollide(Body& other) {
return true;
}
/**
* Called when a collision with another body occured. Override this method
* to manage collision events.
*
* @param other Reference to the other Physical in the collision.
*/
void
Body::onCollide(Body& other) {
}
/**
* Set to true to mark this object for deletion from the world.
*/
void
Body::setDelete(bool value) {
mDelete = value;
}
/**
* Sets movement speed and direction of the body. Set either value to zero to stop movement.
*
* @param direction The direction the body moves in, does not have to be normalized.
* @param speed Movement speed in pixels per second.
*/
void
Body::setSpeed(sf::Vector2f direction, float speed) {
if (direction != sf::Vector2f()) {
thor::setLength(direction, speed);
}
mSpeed = direction;
}
/**
* Sets the angle of the body.
*/
void
Body::setAngle(float angle) {
mAngle = angle;
}
/**
* Sets the position of thr body.
*/
void
Body::setPosition(const sf::Vector2f& position) {
mPosition = position;
}