#include "player.hpp" #include "../../config.h" #include Player::Player(std::shared_ptr 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(skinRessourceName, getIsoSize()); addChildScreenOffset(sprite, IsometricCoordinates(-getIsoSize() / 2.f)); } sf::Vector2f Player::getTrackablePosition() const { return coordinates->isometric().toScreen(); } sf::Vector2f Player::getTrackableSize() const { return getIsoSize(); } void Player::update() { if (!input->isActive) { setActive(false); return; } auto moveDirection = input->direction.asIsometricVector(); auto moveDelta = moveDirection * speed * FRAME_TIME.asSeconds(); coordinates->move(moveDelta); if (input->isPerformingAction(GameAction::JUMP)) { coordinates->move({0, 0, 10}); } 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}; }