96 lines
2.2 KiB
C++
96 lines
2.2 KiB
C++
#include "block.hpp"
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#include "level.hpp"
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#include "game.hpp"
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#include "player.hpp"
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#include "manager.hpp"
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#include "resource_manager.hpp"
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const unsigned int Block::TYPE_ID = 2;
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Block::Block() : Object() {
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sprite.setOrigin(sf::Vector2f(23, 23));
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aabb = sf::FloatRect(
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-Manager::GRID / 2,
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-Manager::GRID / 2,
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Manager::GRID,
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Manager::GRID
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);
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}
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Block::~Block() {}
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Object::Ptr Block::clone() const {
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return Object::Ptr(new Block(*this));
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}
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void Block::init(std::ifstream& file, Object::Ptr object) {
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// lecture des propriétés communes des objets
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Object::init(file, object);
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}
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Object::Ptr Block::load(std::ifstream& file) {
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Object::Ptr object = Object::Ptr(new Block);
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Block::init(file, object);
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return object;
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}
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void Block::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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void Block::draw(Level& level) {
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// récupération de la texture correspondant au type de bloc
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std::string texture_name = "block.tga";
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if (getMass() > 0) {
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texture_name = "movable_" + texture_name;
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}
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if (isSelected()) {
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texture_name = "selected_" + texture_name;
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}
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sprite.setTexture(*ResourceManager::get().getTexture(
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"objects/" + texture_name
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));
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// coloration du bloc selon sa charge
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if (getCharge() > 0) {
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sprite.setColor(sf::Color(180, 180, 255));
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} else if (getCharge() < 0) {
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sprite.setColor(sf::Color(255, 180, 180));
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} else {
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sprite.setColor(sf::Color::White);
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}
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sprite.setPosition(getPosition());
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level.getManager().getWindow().draw(sprite);
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}
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void Block::activate(Game& game, Object::Ptr object) {
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// ne rien faire si le bloc est activé.
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// Ceci est un bloc de base qui n'a pas a réagir
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// aux activations
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}
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sf::FloatRect Block::getAABB() const {
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sf::FloatRect transl_aabb = aabb;
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transl_aabb.left += getPosition().x;
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transl_aabb.top += getPosition().y;
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return transl_aabb;
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}
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float Block::getRadius() const {
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return Manager::GRID / 2;
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}
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unsigned int Block::getTypeId() const {
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return TYPE_ID;
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}
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CollisionType Block::getCollisionType() const {
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return CollisionType::AABB;
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}
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