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Copy pathplayer.cpp
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151 lines (115 loc) · 4.5 KB
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//
// Created by Sondre on 23.10.2017.
//
#include <iostream>
#include "player.h"
#include "gameConfig.h"
sf::Texture* player_texture_ptr;
// load something into the sound buffer...
player::player(int x, int y, int health) {
player_texture_ptr = &player_texture;
player_texture.loadFromFile("Assets/player.png");
this->rect.setTexture(player_texture_ptr);
this->rect.setPosition(x,y);
this->health = health;
this->maxHealth = health;
this->CollitionDamage = 10000;
this->rect.setSize(sf::Vector2f(100,100));
//this->rect.setSize(sf::Vector2f(player_texture_ptr->getSize().x, player_texture_ptr->getSize().y));
buffer.loadFromFile("Sounds/fighter_laser.wav");
sound.setBuffer(buffer);
sound.setVolume(50);
}
player::player() {
this->rect.setPosition(0,0);
this->health = this->maxHealth;
}
void player::ProcessEvents(sf::RenderWindow* window,float deltatime){
sf::Event event;
float movement_x = 0;
float movement_y = 0;
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
movement_y = -deltatime*playerSpeed;
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
movement_y = deltatime*playerSpeed;
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
movement_x = -deltatime*playerSpeed;
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
movement_x = deltatime*playerSpeed;
}
this->velocity.y = movement_y;
this->velocity.x = movement_x;
while (window->pollEvent(event)) {
switch (event.type) {
case sf::Event::KeyPressed:
switch (event.key.code) {
case sf::Keyboard::J:
if(Player_can_fire)
{
sound.play();
shoot(PlayerEquipment[0], sf::Vector2f(0.0f, -15.0f));
}
break;
case sf::Keyboard::K:
if(Player_can_fire)
{
sound.play();
shoot(PlayerEquipment[1], sf::Vector2f(0.0f, -15.0f));
}
break;
case sf::Keyboard::L:
if(Player_can_fire)
{
sound.play();
shoot(PlayerEquipment[2], sf::Vector2f(0.0f, -15.0f));
}
break;
}
break;
case sf::Event::Closed:
window->close();
break;
}
}
}
void player::moveOverride() {
PlayerEquipment[0]->rect.setPosition(this->rect.getPosition().x, this->rect.getPosition().y + 50);
PlayerEquipment[2]->rect.setPosition(this->rect.getPosition().x + 70, this->rect.getPosition().y + 50);
PlayerEquipment[1]->rect.setPosition(this->rect.getPosition().x + 35, this->rect.getPosition().y + 25);
}
void player::shoot(equipment* weapon, sf::Vector2f velocity)
{
if(weapon->clock.getElapsedTime().asSeconds() > weapon->FireRate) {
if(weapon->Name == "The Oblivirator")
{
if(this->Energy > 50){
Object *p = new Object(0, 0, 10000.0f, 10000.0f, weapon->projectile->ObjectTexture(), weapon->projectile->rect.getSize().x, weapon->projectile->rect.getSize().y);
p->CollitionDamage = weapon->BaseDamage + (weapon->Level * weapon->UpgradeScale);
p->rect.setPosition(0, weapon->getShape().getPosition().y);
p->velocity = velocity;
p->parent = this;
projectiles.push_back(p);
weapon->clock.restart();
this->Energy = this->Energy-50;
}
}
else
{
Object *p = new Object(0, 0, 1.0f, 1.0f, weapon->projectile->ObjectTexture(), weapon->projectile->rect.getSize().x, weapon->projectile->rect.getSize().y);
std::cout << weapon->BaseDamage << "+(" << weapon->Level << "*" << weapon->UpgradeScale << ")=" << weapon->BaseDamage + (weapon->Level * weapon->UpgradeScale) << std::endl;
p->CollitionDamage = weapon->BaseDamage + (weapon->Level * weapon->UpgradeScale);
p->rect.setPosition(weapon->getShape().getPosition().x + 10, weapon->getShape().getPosition().y);
p->velocity = velocity;
p->parent = this;
projectiles.push_back(p);
weapon->clock.restart();
}
}
}