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TopDown.cpp
81 lines (69 loc) · 2.73 KB
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TopDown.cpp
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#include "TopDown.h"
#include "Globals.h"
// TODO: normalize gibi fonksiyonlarý utilites gibi ortak bir
// sýnýf altýnda toplamak gerekiyor. Globals sýnýfý gibi
// her yerden eriþilebilir olmalýdýr.
/* Hareket vektörünü birim vektör olarak günceller. */
sf::Vector2f normalize(sf::Vector2f source){
float length = sqrt((source.x * source.x) + (source.y * source.y));
if(length != 0)
return sf::Vector2f(source.x / length, source.y / length);
else
return source;
}
TopDown::TopDown(Entity *entity) : Behavior(entity){
}
// TODO: feature TopDown davranýþýna sahip varlýk katý objelerin içinden geçmemeli.
bool checkCollision(Entity& e1, Entity& e2){
return e1.getSprite().getGlobalBounds().intersects(e2.getSprite().getGlobalBounds());
}
bool checkCollision(sf::Sprite e1, sf::Sprite e2){
//std::cout << "t1x: " << e1.getPosition().x << "\t e1y: " << e1.getPosition().y << "\t e2x: " << e2.getPosition().x << "\t e2y: " << e2.getPosition().y << std::endl;
return e1.getGlobalBounds().intersects(e2.getGlobalBounds());
}
void TopDown::update(float dt){
handlePlayerInput();
/*entity->collisionShape.setSize(sf::Vector2f(entity->texture->getSize().x, entity->texture->getSize().y));
entity->collisionShape.setPosition(entity->shape.getPosition());
entity->collisionShape.move(entity->movement * dt * entity->movementSpeed);
if( entity.ge)*/
std::vector<Entity*> currentEntities = *(globals.getCurrentEntities());
int size = currentEntities.size();
for(int i = 0; i < size; i++){
if( currentEntities[i]->isSolid && checkCollision(currentEntities[i]->getSprite(), this->getNextFrameSprite(dt)) ){
sf::Vector2f s1 = currentEntities[i]->getSprite().getPosition();
sf::Vector2f s2 = this->getNextFrameSprite(dt).getPosition();
if(abs(s1.x - s2.x) > abs(s1.y - s2.y)){
this->entity->movement.x = 0;
} else{
this->entity->movement.y = 0;
}
}
}
entity->move(entity->movement * dt * entity->movementSpeed);
}
void TopDown::handlePlayerInput(){
if(sf::Keyboard::isKeyPressed(sf::Keyboard::D)){
entity->movement.x = 1;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::A)){
entity->movement.x = -1;
} else{
entity->movement.x = 0;
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W)){
entity->movement.y = -1;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::S)){
entity->movement.y = 1;
} else{
entity->movement.y = 0;
}
entity->movement = normalize(entity->movement);
}
sf::Sprite TopDown::getNextFrameSprite(float dt){
sf::Sprite nextSprite(this->entity->getSprite());
sf::Vector2f nextPos(this->entity->getPosition());
nextPos.x += this->entity->movement.x * dt * this->entity->movementSpeed;
nextPos.y += this->entity->movement.y * dt * this->entity->movementSpeed;
nextSprite.setPosition(nextPos);
return nextSprite;
}