2016-04-12 16:11:36 +00:00
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#include "manager.hpp"
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2016-04-20 15:31:13 +00:00
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#include "resource_manager.hpp"
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2016-04-20 16:31:53 +00:00
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#include "states/game.hpp"
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#include "objects/player.hpp"
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2016-03-04 15:29:31 +00:00
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2016-04-02 13:18:29 +00:00
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const unsigned int Player::TYPE_ID = 1;
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2016-03-31 17:45:57 +00:00
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2016-04-02 13:18:29 +00:00
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Player::Player() : Object() {
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2016-03-22 19:04:18 +00:00
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// déplacement de l'origine au centre de la balle
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2016-04-08 22:26:47 +00:00
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sprite.setOutlineThickness(1.5f);
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2016-03-14 20:11:09 +00:00
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}
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2016-03-28 18:06:49 +00:00
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Player::~Player() {}
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2016-03-28 18:02:23 +00:00
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2016-04-10 05:37:09 +00:00
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Object::Ptr Player::clone() const {
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return Object::Ptr(new Player(*this));
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2016-04-06 11:54:03 +00:00
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}
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2016-04-10 05:37:09 +00:00
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void Player::init(std::ifstream& file, Object::Ptr object) {
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Player::Ptr player = std::dynamic_pointer_cast<Player>(object);
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2016-04-01 20:44:10 +00:00
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2016-04-02 13:18:29 +00:00
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// lecture des propriétés communes des objets
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2016-04-10 05:37:09 +00:00
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Object::init(file, object);
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}
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2016-04-01 20:44:10 +00:00
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2016-04-10 05:37:09 +00:00
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Object::Ptr Player::load(std::ifstream& file) {
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Object::Ptr object = Object::Ptr(new Player);
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Player::init(file, object);
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2016-04-02 13:18:29 +00:00
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return object;
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2016-04-01 20:44:10 +00:00
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}
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2016-04-10 04:53:45 +00:00
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void Player::save(std::ofstream& file) const {
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// écriture des propriétés communes
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Object::save(file);
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}
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2016-04-11 12:16:20 +00:00
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sf::Vector2f Player::getForces(const Game& game) const {
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sf::Vector2f forces = Object::getForces(game);
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2016-03-25 19:13:47 +00:00
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2016-03-25 19:56:04 +00:00
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// déplacement de la balle après appui sur les touches de direction
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2016-03-30 12:05:01 +00:00
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if (getPlayerNumber() == 0) {
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2016-04-11 12:16:20 +00:00
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if (game.getManager().isKeyPressed(sf::Keyboard::Left)) {
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forces += game.getLeftDirection();
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2016-03-25 17:40:39 +00:00
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}
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2016-03-08 18:52:55 +00:00
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2016-04-11 12:16:20 +00:00
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if (game.getManager().isKeyPressed(sf::Keyboard::Right)) {
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forces += game.getRightDirection();
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2016-03-25 17:40:39 +00:00
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}
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2016-03-08 18:52:55 +00:00
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}
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2016-03-25 19:56:04 +00:00
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2016-03-30 12:05:01 +00:00
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if (getPlayerNumber() == 1) {
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2016-04-11 12:16:20 +00:00
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if (game.getManager().isKeyPressed(sf::Keyboard::Q)) {
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forces += game.getLeftDirection();
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2016-03-25 17:40:39 +00:00
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}
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2016-03-25 19:13:47 +00:00
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2016-04-11 12:16:20 +00:00
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if (game.getManager().isKeyPressed(sf::Keyboard::D)) {
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forces += game.getRightDirection();
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2016-03-25 17:40:39 +00:00
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}
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2016-03-08 18:52:55 +00:00
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}
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return forces;
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2016-03-04 15:29:31 +00:00
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}
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2016-03-15 21:00:03 +00:00
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2016-04-09 02:36:30 +00:00
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void Player::draw(Level& level) {
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2016-04-11 20:49:41 +00:00
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// on charge la texture selon le numéro du joueur
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std::string texture_name;
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if (getPlayerNumber() == 0) {
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texture_name = "player_1.tga";
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} else {
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texture_name = "player_2.tga";
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}
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2016-04-20 15:31:13 +00:00
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sprite.setTexture(ResourceManager::get().getTexture("objects/" + texture_name).get());
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2016-04-10 03:10:27 +00:00
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sprite.setRadius(getRadius());
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2016-04-11 00:12:54 +00:00
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sprite.setOrigin(sf::Vector2f(getRadius(), getRadius()));
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2016-04-11 20:49:41 +00:00
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sprite.setPosition(getPosition());
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2016-04-20 15:31:13 +00:00
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shadow_sprite.setTexture(ResourceManager::get().getTexture("objects/player_shadow.tga").get());
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2016-04-11 20:49:41 +00:00
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shadow_sprite.setRadius(getRadius() - 1);
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shadow_sprite.setOrigin(sf::Vector2f(getRadius() - 1, getRadius() - 1));
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shadow_sprite.setPosition(getPosition());
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// on fait tourner le sprite selon la différence de position
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if (previous_position != sf::Vector2f(0, 0)) {
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2016-04-11 21:29:59 +00:00
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sf::Vector2f right_dir = level.getRightDirection();
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sf::Vector2f diff = getPosition() - previous_position;
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2016-04-12 13:47:54 +00:00
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2016-04-11 21:29:59 +00:00
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float rotate = (right_dir.x * diff.x + right_dir.y * diff.y) * 3 / 200;
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sprite.rotate(rotate);
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2016-04-11 20:49:41 +00:00
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}
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previous_position = getPosition();
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2016-03-15 21:00:03 +00:00
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2016-04-09 01:53:17 +00:00
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// si le joueur est sélectionné, on met sa bordure en rouge
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2016-04-10 03:10:27 +00:00
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if (isSelected()) {
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sprite.setOutlineColor(sf::Color(255, 0, 0));
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} else {
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sprite.setOutlineColor(sf::Color::Black);
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2016-04-11 11:06:43 +00:00
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}
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2016-04-10 03:10:27 +00:00
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2016-04-11 11:06:43 +00:00
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// coloration du joueur en fonction de son numéro
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2016-04-11 17:35:39 +00:00
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if (getCharge() > 0) {
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2016-04-11 11:06:43 +00:00
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sprite.setFillColor(sf::Color(92, 107, 192));
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2016-04-11 17:35:39 +00:00
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} else if (getCharge() < 0) {
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sprite.setFillColor(sf::Color(239, 83, 80));
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} else {
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2016-04-12 13:47:54 +00:00
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sprite.setFillColor(sf::Color::White);
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2016-04-10 03:10:27 +00:00
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}
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2016-04-06 15:04:03 +00:00
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2016-04-11 20:49:41 +00:00
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// dessin des sprites
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2016-04-20 15:31:13 +00:00
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level.getManager().getWindow().draw(sprite);
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level.getManager().getWindow().draw(shadow_sprite);
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2016-03-15 21:00:03 +00:00
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}
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2016-04-11 14:32:19 +00:00
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void Player::activate(Game& game, Object::Ptr object) {
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2016-04-09 01:53:17 +00:00
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// ne rien faire si le joueur est activé.
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// en règle générale, c'est l'objet activé par le joueur
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// qui s'occupe de la réponse
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}
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2016-04-10 03:10:27 +00:00
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sf::FloatRect Player::getAABB() const {
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return sf::FloatRect(
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2016-03-19 21:59:44 +00:00
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getPosition().x - getRadius(),
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getPosition().y - getRadius(),
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2 * getRadius(), 2 * getRadius()
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2016-04-10 03:10:27 +00:00
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);
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2016-03-15 21:00:03 +00:00
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}
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2016-04-09 13:32:42 +00:00
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float Player::getRadius() const {
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return 10 * getMass();
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}
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2016-03-28 15:23:47 +00:00
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unsigned int Player::getTypeId() const {
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2016-03-30 18:28:51 +00:00
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return TYPE_ID;
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2016-03-15 21:00:03 +00:00
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}
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2016-04-09 13:32:42 +00:00
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CollisionType Player::getCollisionType() const {
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return CollisionType::CIRCLE;
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2016-03-15 21:00:03 +00:00
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}
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2016-03-28 15:23:47 +00:00
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unsigned int Player::getPlayerNumber() const {
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2016-03-25 19:13:47 +00:00
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return player_number;
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2016-03-15 21:00:03 +00:00
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}
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2016-03-19 21:59:44 +00:00
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2016-03-25 19:13:47 +00:00
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void Player::setPlayerNumber(unsigned int set_number) {
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player_number = set_number;
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2016-03-19 21:59:44 +00:00
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}
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