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Copy pathPlayer.cpp
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198 lines (154 loc) · 3.91 KB
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#include "headers.h"
#include "Player.h"
//initialize private functions
void Player::initHearts()
{
m_maxHP = Constants::playerMaxHP;
m_currentHP = m_maxHP;
for (int iii{ 0 }; iii < m_maxHP/10; ++iii)
{
m_HPhearts.push_back(new sf::Sprite);
m_HPhearts.back()->setScale(0.25f, 0.25f);
m_HPhearts.back()->setPosition(50.0f * iii, 0.0f);
m_HPhearts.back()->setTexture(*GameResources::heartTexture);
}
}
//Constructors / Descructors
Player::Player(sf::Texture& texture)
: Creature{texture}
{
this->initHearts();
m_afterDamageTimer.setMAXtime(1600.0f);
m_afterDamageTimer.restart(m_afterDamageTimer.getTimeMAX() + 10.0f);
creatureType = Creature::Type::player;
}
Player::~Player()
{
}
//Public functions
//Update
void Player::update(const float& timePerFrame)
{
this->updateTimers(timePerFrame);
}
void Player::updateTimers(const float& timePerFrame)
{
m_afterDamageTimer.update(timePerFrame);
}
void Player::updateCollision()
{
}
void Player::tileCollision(std::vector<Tile>& tilesToCheckCollision)
{
for (int iii{ 0 }; iii < tilesToCheckCollision.size(); ++iii)
{
if (tilesToCheckCollision[iii].m_tileType == Tile::Type::Spike)
{
this->playerSpikeCollision(tilesToCheckCollision[iii]);
tilesToCheckCollision.erase(tilesToCheckCollision.begin() + iii);
--iii;
}
else if (tilesToCheckCollision[iii].isObsticle == false)
{
tilesToCheckCollision.erase(tilesToCheckCollision.begin() + iii);
--iii;
}
}
m_hitboxComponent->creatureTilesCollision(tilesToCheckCollision);
}
void Player::playerSpikeCollision(Tile& collisionTile)
{
if (m_hitboxComponent->creatureSpikeCollision(collisionTile) == true &&
m_afterDamageTimer.getElapsedTime() > m_afterDamageTimer.getTimeMAX())
{
this->getDamage(Constants::spikeDamage);
}
}
void Player::playerEnemyCollision(const sf::FloatRect& enemyBounds, int enemyDamage)
{
if (m_sprite->getGlobalBounds().intersects(enemyBounds) &&
m_afterDamageTimer.getElapsedTime() > m_afterDamageTimer.getTimeMAX())
{
this->getDamage(enemyDamage);
this->regulateHPhearts();
}
}
void Player::regulateHPhearts()
{
for (int iii{ 0 }; iii < m_HPhearts.size(); ++iii)
{
if ((iii+1)*10 <= m_currentHP)
{
m_HPhearts[iii]->setTexture(*GameResources::heartTexture);
}
else if ((iii + 1) * 10 - m_currentHP < 10 && m_currentHP%10 != 0)
{
m_HPhearts[iii]->setTexture(*GameResources::halfHeartTexture);
}
else if((iii + 1) *10 - m_currentHP >= 10)
{
m_HPhearts[iii]->setTexture(*GameResources::emptyHeartTexture);
}
}
}
void Player::respawn(const sf::Vector2f& spawnPosition)
{
m_currentHP = m_maxHP;
this->regulateHPhearts();
m_sprite->setPosition(spawnPosition);
}
void Player::updatePhysicsComponent(const float& timePerFrame, sf::Vector2f* pointToSetDirection)
{
m_physicsComponent->update(timePerFrame, m_velocity, m_direction, m_isGrounded);
}
void Player::updateMovementComponent(const float& timePerFrame, sf::Vector2f* pointToSetDirection)
{
m_movementComponent->update(timePerFrame);
}
void Player::updateAnimationComponent()
{
m_animationComponent->update();
}
void Player::updateHitboxComponent()
{
m_hitboxComponent->update();
}
//Render
void Player::render(sf::RenderTarget* target, bool addBlendMode)
{
this->renderPlayer(target);
}
void Player::renderHearts(sf::RenderTarget* target)
{
for (auto heart : m_HPhearts)
target->draw(*heart);
}
void Player::renderPlayer(sf::RenderTarget* target)
{
if (m_afterDamageTimer.getElapsedTime() >= m_afterDamageTimer.getTimeMAX())
{
target->draw(*m_sprite);
}
else
{
this->blinkingAfterDamaged(target);
}
}
void Player::blinkingAfterDamaged(sf::RenderTarget* target)
{
if (static_cast<int>(m_afterDamageTimer.getElapsedTime()) % 100 > 50)
{
target->draw(*m_sprite);
}
}
void Player::getDamage(int damage)
{
m_currentHP -= damage;
this->regulateHPhearts();
m_afterDamageTimer.restart(0.0f);
}
//Debug
void Player::changeVelocity(sf::Vector2f velocity)
{
m_velocity = velocity;
}