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