holesome/src/game/player/player.cpp

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#include "player.hpp"
#include "../../config.h"
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#include <utility>
Player::Player(std::shared_ptr<InputIdentity> assignedInput, const std::string &skinRessourceName,
sf::Vector2f spawnPosition)
{
playerId = playerCreationCounter++;
this->spawnPosition = spawnPosition;
coordinates->set(spawnPosition);
input = std::move(assignedInput);
auto sprite = std::make_shared<VersatileSprite>(skinRessourceName, getIsoSize());
addChildScreenOffset(sprite, IsometricCoordinates(-getIsoSize() / 2.f));
}
sf::Vector2f Player::getTrackablePosition() const
{
return coordinates->isometric().toScreen();
}
sf::Vector2f Player::getTrackableSize() const
{
return getIsoSize();
}
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void Player::update()
{
if (!input->isActive)
{
setActive(false);
return;
}
auto moveDirection = input->direction.asIsometricVector();
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auto moveDelta = moveDirection * speed * FRAME_TIME.asSeconds();
coordinates->move(moveDelta);
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if (input->isPerformingAction(GameAction::JUMP))
{
coordinates->move({0, 0, 10});
}
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GameObject::update();
}
TrackableState Player::getTrackableState() const
{
if (getActive())
{
return TrackableState::TRACKING;
} else
{
return TrackableState::END_TRACKING;
}
}
int Player::getPlayerId() const
{
return playerId;
}
float Player::getWorldRadius() const
{
return radiusInWorld;
}
sf::Vector2f Player::getIsoSize() const
{
// TODO: For some reason, the player is a little to narrow. This fixes it.
const float fixFactor = 1.4f;
float width = radiusInWorld * 2.f * WORLD_TO_ISO_SCALE * fixFactor;
return {width, width * ISOMETRIC_SKEW};
}