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Player.cpp
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#include "Player.h"
#include "TextureHolder.h"
Player::Player()
{
_speed = START_SPEED;
_health = START_HEALTH;
_maxHealth = START_HEALTH;
_sprite = Sprite(TextureHolder::GetTexture("graphics/player.png"));
_sprite.setOrigin(25, 25);
}
void Player::spawn(IntRect arena, Vector2f resolution, int tileSize)
{
_position.x = arena.width / 2;
_position.y = arena.height / 2;
_arena.left = arena.left;
_arena.width = arena.width;
_arena.top = arena.top;
_arena.height = arena.height;
_tileSize = tileSize;
_resolution.x = resolution.x;
_resolution.y = resolution.y;
}
void Player::resetPlayerState()
{
_speed = START_SPEED;
_health = START_HEALTH;
_maxHealth = START_HEALTH;
}
Time Player::getLastHitTime()
{
return _lastHit;
}
bool Player::hit(Time timeHit)
{
if (timeHit.asMilliseconds() - _lastHit.asMilliseconds() > 200)
{
_lastHit = timeHit;
_health -= 10;
return true;
}
else return false;
}
FloatRect Player::getPosition()
{
return _sprite.getGlobalBounds();
}
Vector2f Player::getCenter()
{
return _position;
}
float Player::getRotation()
{
return _sprite.getRotation();
}
Sprite Player::getSprirte()
{
return _sprite;
}
int Player::getHealth()
{
return _health;
}
void Player::moveLeft()
{
_pressedLeft = true;
}
void Player::moveRight()
{
_pressedRight = true;
}
void Player::moveUp()
{
_pressedUp = true;
}
void Player::moveDown()
{
_pressedDown = true;
}
void Player::stopLeft()
{
_pressedLeft = false;
}
void Player::stopRight()
{
_pressedRight = false;
}
void Player::stopUp()
{
_pressedUp = false;
}
void Player::stopDown()
{
_pressedDown = false;
}
void Player::update(float elapsedTime, Vector2i mousePosition)
{
if (_pressedUp)
{
_position.y -= _speed * elapsedTime;
}
if (_pressedDown)
{
_position.y += _speed * elapsedTime;
}
if (_pressedRight)
{
_position.x += _speed * elapsedTime;
}
if (_pressedLeft)
{
_position.x -= _speed * elapsedTime;
}
_sprite.setPosition(_position);
// Keep player in the arena
if (_position.x > _arena.width - _tileSize)
{
_position.x = _arena.width - _tileSize;
}
if (_position.x < _arena.left + _tileSize)
{
_position.x = _arena.left + _tileSize;
}
if (_position.y > _arena.height - _tileSize)
{
_position.y = _arena.height - _tileSize;
}
if (_position.y < _arena.top + _tileSize)
{
_position.y = _arena.top + _tileSize;
}
// Calculate the angle the player is facing
float angle = (atan2(mousePosition.y - _resolution.y / 2.f,
mousePosition.x - _resolution.x / 2.f)) *
180 / 3.141;
_sprite.setRotation(angle);
}
void Player::upgradeSpeed()
{
_speed += (START_SPEED * .2);
}
void Player::upgradeHealth()
{
_maxHealth += (START_HEALTH * .2);
}
void Player::increaseHealthLevel(int amount)
{
_health += amount;
_health > _maxHealth ? _health = _maxHealth : NULL;
}