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player.cpp
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144 lines (118 loc) · 3.28 KB
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#include "player.hpp"
Player::Player(World& _world) : world(_world)
{
playerRect.setSize(world.blockSize());
if (vMaxVel.x > world.blockSize().x)
std::cout << "vMaxVel.x should be smaller than world.blockSize().x" << std::endl;
if (vMaxVel.y > world.blockSize().y)
std::cout << "vMaxVel.y should be smaller than world.blockSize().y" << std::endl;
}
Player::~Player()
{
}
void Player::left() { vAcc.x -= 12.0f; }
void Player::right() { vAcc.x += 12.0f; }
void Player::jump() { if (bOnGround) vVel.y -= 36.0f; }
void Player::down() { vPos.x = round(vPos.x); }
void Player::move()
{
// gravity
vAcc.y += 2.0f;
vVel += vAcc;
vVel.x *= vFriction.x;
vVel.y *= vFriction.y;
// Clamp velocities
if (vVel.x > vMaxVel.x)
vVel.x = vMaxVel.x;
else if (vVel.x < -vMaxVel.x)
vVel.x = -vMaxVel.x;
if (vVel.y > vMaxVel.y)
vVel.y = vMaxVel.x;
else if (vVel.y < -vMaxVel.x)
vVel.y = -vMaxVel.x;
vAcc = { 0.0f, 0.0f };
vScreenPos = { (vPos.x - world.offset().x) * world.blockSize().x, (vPos.y - world.offset().y) * world.blockSize().y };
}
void Player::collision(const float& fElapsedTime)
{
float fNewPosX = vPos.x + vVel.x * fElapsedTime - (int)world.offset().x;
float fNewPosY = vPos.y + vVel.y * fElapsedTime;
if (vVel.x <= 0) // moving left
{
if (world.getBlock(fNewPosX, vPos.y) != 0 || world.getBlock(fNewPosX, vPos.y + 0.999f) != 0)
{
fNewPosX = (int)fNewPosX + 1;
vVel.x = 0;
}
}
else // moving left
{
if (world.getBlock(fNewPosX + 1.0f, vPos.y) != 0 || world.getBlock(fNewPosX + 1.0f, vPos.y + 0.999f) != 0)
{
fNewPosX = (int)fNewPosX;
vVel.x = 0;
}
}
bOnGround = false;
vFriction.x = 0.4f;
if (vVel.y <= 0) // moving up
{
if (world.getBlock(fNewPosX, fNewPosY) != 0 || world.getBlock(fNewPosX + 0.999f, fNewPosY) != 0)
{
fNewPosY = (int)fNewPosY + 1;
vVel.y = 0;
}
}
else // moving down
{
if (world.getBlock(fNewPosX, fNewPosY + 1.0f) != 0 || world.getBlock(fNewPosX + 0.999f, fNewPosY + 1.0f) != 0)
{
fNewPosY = (int)fNewPosY;
vVel.y = 0;
bOnGround = true;
vFriction.x = 0.6f;
}
}
vPos.x = fNewPosX + (int)world.offset().x;
vPos.y = fNewPosY;
}
void Player::calculateRayAngle(sf::Vector2f vMouse)
{
sf::Vector2f vToMouse = vMouse - vScreenPos;
sf::Vector2f vUp { 0.0f, 1.0f };
fRayAngle = (3.14159265f / 2) + atan2(vToMouse.y, vToMouse.x) - atan2(vUp.y, vUp.x);
}
void Player::castRay()
{
sf::Vector2f vTestPoint;
for (float fProg = 0.0f; fProg < fMaxReachability; fProg+=0.1)
{
vTestPoint.x = vPos.x - world.offset().x + cos(fRayAngle) * fProg;
vTestPoint.y = vPos.y + sin(fRayAngle) * fProg;
if (world.getBlock(vTestPoint.x, vTestPoint.y) != 0)
break;
}
vEndOfRay = vTestPoint;
}
void Player::breakBlock()
{
world.breakBlock(vEndOfRay.x, vEndOfRay.y);
}
void Player::drawRay(sf::RenderWindow& window)
{
sf::Vertex ray[2]
{
sf::Vertex(vScreenPos),
sf::Vertex({ vEndOfRay.x * world.blockSize().x, (vEndOfRay.y - world.offset().y) * world.blockSize().y })
};
sf::CircleShape circle(10, 12);
circle.setPosition(vEndOfRay.x * world.blockSize().x - 5, (vEndOfRay.y - world.offset().y) * world.blockSize().y - 5);
window.draw(circle);
window.draw(ray, 2, sf::Lines);
}
void Player::display(sf::RenderWindow& window)
{
playerRect.setPosition(vScreenPos);
window.draw(playerRect);
drawRay(window);
}