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character.cpp
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character.cpp

#include "character.h"
void Character::setDir(int direction)
{
if (direction==efc::DIR_LEFT)
currentAnimation = &walkingAnimationLeft;
}
void Character::setDir()
{
setDir(currentAnimationIndex);
}
void Character::setDirIndex(int direction)
{
currentAnimationIndex = direction;
}
void Character::play()
{
// animatedSprite.play(*currentAnimation);
animatedSprite.play(animations[currentAnimationIndex]);
sf::Vector2f a(getPosition());
sf::Vector2i position(efc::getCords(a));
// std::cout << a.x << " " << a.y << " "
// << position.x << " " << position.y << " pos > "
// << getBoardPosition() << std::endl;
}
Character::Character(TextureHolder *textures, int playerNumber):
animatedSprite(sf::seconds(0.2), true, false),
nextRedirect(0.f)
{
this->textures = textures;
int offset = playerNumber*16;
walkingAnimationDown.setSpriteSheet(textures->textureCharacters);
walkingAnimationDown.addFrame(sf::IntRect(offset, 0, 16, 24));
walkingAnimationDown.addFrame(sf::IntRect(offset, 23, 16, 24));
walkingAnimationRight.setSpriteSheet(textures->textureCharacters);
walkingAnimationRight.addFrame(sf::IntRect(offset, 48, 16, 24));
walkingAnimationRight.addFrame(sf::IntRect(offset, 72, 16, 24));
walkingAnimationLeft.setSpriteSheet(textures->textureCharacters);
walkingAnimationLeft.addFrame(sf::IntRect(offset, 96, 16, 24));
walkingAnimationLeft.addFrame(sf::IntRect(offset, 120, 16, 24));
walkingAnimationUp.setSpriteSheet(textures->textureCharacters);
walkingAnimationUp.addFrame(sf::IntRect(offset, 144, 16, 24));
walkingAnimationUp.addFrame(sf::IntRect(offset, 168, 16, 24));
currentAnimation = &walkingAnimationRight;
animations[efc::DIR_LEFT] = walkingAnimationLeft;
animations[efc::DIR_RIGHT] = walkingAnimationRight;
animations[efc::DIR_UP] = walkingAnimationUp;
animations[efc::DIR_DOWN] = walkingAnimationDown;
setDirIndex(efc::DIR_LEFT);
setDir();
sf::Vector2f positions[4] = {
sf::Vector2f(0, 0),
sf::Vector2f(20, 40),
sf::Vector2f(20, 240),
sf::Vector2f(40, 240)
};
std::array<int, 4> boardPositions{0,15,255-15,255};
// std::cout << "define " << playerNumber << std::endl;
setBoardPosition(boardPositions[playerNumber]);
}
void Character::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
states.transform *= getTransform();
target.draw(animatedSprite, states);
}
void Character::update(sf::Time deltaTime, std::set<int> &busyTiles)
{
sf::Vector2f a(getPosition());
sf::Vector2i position(efc::getCords(a));
int charPos = efc::transCords(position);
// std::cout << a.x << " " << a.y << " " << position.x << " " << position.y << " " << charPos << std::endl;
nextRedirect -= deltaTime.asSeconds();
if (nextRedirect<0)
{
int number = rand() % 2;
if ((currentAnimationIndex==efc::DIR_LEFT) || (currentAnimationIndex==efc::DIR_RIGHT))
{
if (number==0){
setDirIndex(efc::DIR_DOWN);
setDir();
} else if (number==1)
{
setDirIndex(efc::DIR_UP);
setDir();
}
} else if ((currentAnimationIndex==efc::DIR_UP) || (currentAnimationIndex==efc::DIR_DOWN))
{
if (number==0){
setDirIndex(efc::DIR_LEFT);
setDir();
} else if (number==1)
{
setDirIndex(efc::DIR_RIGHT);
setDir();
}
}
nextRedirect = rand() % 4;
}
if (currentAnimationIndex==efc::DIR_UP)
{
if (position.y<2)
{
setDirIndex(efc::DIR_DOWN);
setDir();
}
} else if (currentAnimationIndex==efc::DIR_DOWN)
{
if (position.y>efc::BOARD_SIZE-1)
{
setDirIndex(efc::DIR_UP);
setDir();
}
} else if (currentAnimationIndex==efc::DIR_LEFT)
{
if (position.x<2)
{
setDirIndex(efc::DIR_RIGHT);
setDir();
}
} else if (currentAnimationIndex==efc::DIR_RIGHT)
{
if (position.x>efc::BOARD_SIZE-1)
{
setDirIndex(efc::DIR_LEFT);
setDir();
}
}
animatedSprite.update(deltaTime);
}
sf::FloatRect Character::getLocalBounds() const
{
return sf::FloatRect(0.f, 0.f, 0, 0);
}
sf::FloatRect Character::getGlobalBounds() const
{
return getTransform().transformRect(getLocalBounds());
}
/*!
* \brief Character::getBoardPosition
* \return
*/
int Character::getBoardPosition()
{
sf::Vector2f currentPos(getPosition());
sf::Vector2i currentCords(efc::getCords(currentPos));
int currentBoardPosition = efc::transCords(currentCords);
return currentBoardPosition;
}
/*!
* \brief Character::setBoardPosition
* \param boardPosition
*/
void Character::setBoardPosition(int boardPosition)
{
sf::Vector2i neededCords(efc::transPosition(boardPosition));
sf::Vector2f newPos(efc::getScreenPos(neededCords));
std::cout << "board pos >> " << boardPosition << " cords >>" << neededCords.x << " " << neededCords.y
<< "newpos >> " << newPos.x << " " << newPos.y
<< std::endl;
setPosition(newPos.x, newPos.y);
}

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character.cpp (5 KB)

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