#include "player.hpp" #include "block.hpp" #include "constants.hpp" #include #include Player::Player(float x, float y) : Object(x, y) { // déplacement de l'origine au centre de la balle sprite.setOrigin(sf::Vector2f(getRadius(), getRadius())); } sf::Vector2f Player::getForces(EngineState& state) { sf::Vector2f forces = Object::getForces(state); //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); } if (state.keys[sf::Keyboard::Right]) { forces += sf::Vector2f(Constants::MOVE, 0); } } else{ if(state.keys[sf::Keyboard::Q]){ forces += sf::Vector2f(-Constants::MOVE, 0); } if(state.keys[sf::Keyboard::D]){ forces += sf::Vector2f(Constants::MOVE, 0); } } return forces; } void Player::draw(sf::RenderWindow& window, ResourceManager& resources) { Object::draw(window, resources); // utilisation de la texture 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); } std::unique_ptr Player::getAABB() { return std::unique_ptr(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; }