skizzle/src/player.cpp

80 lines
2.1 KiB
C++

#include "player.hpp"
#include "block.hpp"
#include "constants.hpp"
#include <array>
#include <iostream>
const unsigned int Player::TYPE_ID = 0;
Player::Player(float x, float y) : Object(x, y) {
// déplacement de l'origine au centre de la balle
sprite.setOrigin(sf::Vector2f(getRadius(), getRadius()));
}
Player::~Player() {}
sf::Vector2f Player::getForces(const Manager& manager, const std::vector<ObjectPtr>& objects) const {
sf::Vector2f forces = Object::getForces(manager, objects);
// déplacement de la balle après appui sur les touches de direction
if (getPlayerNumber() == 0) {
if (manager.isKeyPressed(sf::Keyboard::Left)) {
forces += sf::Vector2f(-Constants::MOVE, 0);
}
if (manager.isKeyPressed(sf::Keyboard::Right)) {
forces += sf::Vector2f(Constants::MOVE, 0);
}
}
if (getPlayerNumber() == 1) {
if (manager.isKeyPressed(sf::Keyboard::Q)) {
forces += sf::Vector2f(-Constants::MOVE, 0);
}
if (manager.isKeyPressed(sf::Keyboard::D)) {
forces += sf::Vector2f(Constants::MOVE, 0);
}
}
return forces;
}
void Player::draw(Manager& manager) {
Object::draw(manager);
// utilisation de la texture
sprite.setTexture(
manager.getResourceManager().getTexture("ball.png")
);
// déplacement du sprite à la position de la balle
sprite.rotate(getVelocity().x * Constants::PHYSICS_TIME * .5f);
sprite.setPosition(getPosition());
manager.getWindow().draw(sprite);
}
std::unique_ptr<sf::FloatRect> Player::getAABB() const {
return std::unique_ptr<sf::FloatRect>(new sf::FloatRect(
getPosition().x - getRadius(),
getPosition().y - getRadius(),
2 * getRadius(), 2 * getRadius()
));
}
unsigned int Player::getTypeId() const {
return TYPE_ID;
}
float Player::getRadius() const {
return 10 * getMass();
}
unsigned int Player::getPlayerNumber() const {
return player_number;
}
void Player::setPlayerNumber(unsigned int set_number) {
player_number = set_number;
}