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Player.cpp
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Player.cpp
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#include "Player.h"
#include "Bullet.h"
#include "Game.h"
#include "BigBullet.h"
#include "Physics.h"
#include "Asteroid.h"
#include "tAsteroid.h"
Player::Player()
: Entity(sf::Vector2f(500, 500), 0), array(sf::Quads, 4), shootTimer() {
array[0].position = sf::Vector2f(20, 0); // top
array[1].position = sf::Vector2f(-20, -20); // bottom left
array[2].position = sf::Vector2f(-10, 0); // middle
array[3].position = sf::Vector2f(-20, 20); // bottom right
for (size_t i = 0; i < array.getVertexCount(); i++) {
array[i].color = sf::Color::White;
}
}
void Player::update(float deltaTime)
{
shootTimer -= deltaTime;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) { // left
angle -= TURN_SPEED * deltaTime;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) { // right
angle += TURN_SPEED * deltaTime;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) { // forward
float radians = angle * (M_PI / 180.0f);
position.x += cos(radians) * PLAYER_SPEED * deltaTime;
position.y += sin(radians) * PLAYER_SPEED * deltaTime;
position.x = std::min(std::max(position.x, PLAYER_W / 2.0f), SCREEN_WIDTH - PLAYER_W / 2.0f);
position.y = std::min(std::max(position.y, PLAYER_H / 2.0f), SCREEN_HEIGHT - PLAYER_H / 2.0f);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) { // backward
float radians = angle * (M_PI / 180.0f);
position.x -= cos(radians) * PLAYER_SPEED * deltaTime;
position.y -= sin(radians) * PLAYER_SPEED * deltaTime;
position.x = std::min(std::max(position.x, PLAYER_W / 2.0f), SCREEN_WIDTH - PLAYER_W / 2.0f);
position.y = std::min(std::max(position.y, PLAYER_H / 2.0f), SCREEN_HEIGHT - PLAYER_H / 2.0f);
}
if (sf::Mouse::isButtonPressed(sf::Mouse::Left) && shootTimer <= 0.0f) { // Shooting
Game::shootSound.play();
shootTimer = SHOOT_DELAY;
float radians = angle * (M_PI / 180.0f);
Game::addList.push_back(
new Bullet(position, sf::Vector2f(cos(radians), sin(radians)))
);
}
if (sf::Mouse::isButtonPressed(sf::Mouse::Right) && shootTimer <= 0.0f) { // Shooting
Game::largeShootSound.play();
shootTimer = tSHOOT_DELAY;
float radians = angle * (M_PI / 180.0f);
Game::addList.push_back(
new BigBullet(position, sf::Vector2f(cos(radians), sin(radians)))
);
}
sf::Transform playerTransform = sf::Transform().translate(position).rotate(angle);
for (size_t i = 0; i < Game::entities.size(); i++) {
if (typeid(*Game::entities[i]) == typeid(Asteroid)) {
Asteroid* asteroid = dynamic_cast<Asteroid*>(Game::entities[i]);
sf::Transform transform = sf::Transform().translate(asteroid->position).rotate(asteroid->angle);
if (physics::intersects(position, physics::getTransformed(asteroid->getVertexArray(), transform))) {
Game::gameOver();
}
}
if (typeid(*Game::entities[i]) == typeid(tAsteroid)) {
tAsteroid* tasteroid = dynamic_cast<tAsteroid*>(Game::entities[i]);
sf::Transform transform = sf::Transform().translate(tasteroid->position).rotate(tasteroid->angle);
if (physics::intersects(position, physics::getTransformed(tasteroid->getVertexArray(), transform))) {
Game::gameOver();
}
}
}
}
void Player::render(sf::RenderWindow& window)
{
window.draw(array, sf::Transform().translate(position).rotate(angle));
}