skizzle/src/player.cpp

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#include "player.hpp"
#include "block.hpp"
#include "constants.hpp"
#include <array>
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#include <iostream>
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Player::Player(float x, float y) : Object(x, y) {
// déplacement de l'origine au centre de la balle
sprite.setOrigin(sf::Vector2f(getRadius(), getRadius()));
}
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sf::Vector2f Player::getForces(EngineState& state) {
sf::Vector2f forces = Object::getForces(state);
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//commandes du joueur 1
if(player_number==1){
// déplacement de la balle après appui sur les touches de direction
if (state.keys[sf::Keyboard::Left]) {
forces += sf::Vector2f(-Constants::MOVE, 0);
}
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if (state.keys[sf::Keyboard::Right]) {
forces += sf::Vector2f(Constants::MOVE, 0);
}
}
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else{
if(state.keys[sf::Keyboard::Q]){
forces += sf::Vector2f(-Constants::MOVE, 0);
}
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if(state.keys[sf::Keyboard::D]){
forces += sf::Vector2f(Constants::MOVE, 0);
}
}
return forces;
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}
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void Player::draw(sf::RenderWindow& window, ResourceManager& resources) {
Object::draw(window, resources);
// utilisation de la texture
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sprite.setTexture(resources.getTexture("ball.bmp"));
// déplacement du sprite à la position de la balle
sprite.rotate(getVelocity().x * .1f);
sprite.setPosition(getPosition());
window.draw(sprite);
}
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std::unique_ptr<sf::FloatRect> Player::getAABB() {
return std::unique_ptr<sf::FloatRect>(new sf::FloatRect(
getPosition().x - getRadius(),
getPosition().y - getRadius(),
2 * getRadius(), 2 * getRadius()
));
}
unsigned int Player::getTypeId() {
return Player::TYPE_ID;
}
float Player::getRadius() {
return 10 * getMass();
}
unsigned int Player::getPlayerNumber() {
return player_number;
}
void Player::setPlayerNumber(unsigned int set_number) {
player_number = set_number;
}