/
player.cpp
172 lines (172 loc) · 3.91 KB
/
player.cpp
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#include <iostream>
#include "player.h"
#include "tools.h"
#include "render_tools.h"
player_class::player_class()
{
tile=SDL_LoadBMP("red.bmp");
physics=new physics_class;
position.x=0;
position.y=0;
velocity.x=0;
velocity.y=0;
acceleration.x=0;
acceleration.y=0;
collision=false;
collisions=new collision_queue_class;
disable_collision=false;
}
player_class::~player_class()
{
SDL_FreeSurface(tile);
delete physics;
delete collisions;
}
/*player_class::player_class(events_class* new_events)
{
tile=SDL_LoadBMP("red.bmp");
event1=new_events;
position.x=0;
position.y=0;
velocity.x=0;
velocity.y=0;
}*/
void player_class::update()
{
on_screen_check();
///does the physics won't be neccassarry until some sort of map is implemented
update_physics();
accelerate();
move();
}
void player_class::move()
{
//position+=velocity;
//std::cout<<velocity.x<<","<<velocity.y<<"\n";
position=dot_product(position,velocity);
//std::cout<<velocity.x<<","<<velocity.y<<"\n";
}
void player_class::events(SDL_Event event)
{
if(event.type==SDL_KEYDOWN){
switch(event.key.keysym.sym){
case SDLK_UP:
velocity.y-=50;
//game->get_player()->events(event);
break;
case SDLK_DOWN:
velocity.y+=50;
//game->get_player()->events(event);
break;
case SDLK_LEFT:
velocity.x-=5;
//game->get_player()->events(event);
break;
case SDLK_RIGHT:
velocity.x+=5;
//game->get_player()->events(event);
break;
case SDLK_l:
//game->get_player()->events(event);
disable_collision=true;
break;
default:
break;
}
}
}
void player_class::render(SDL_Surface* screen)
{
apply_surface(position.x,position.y,tile,screen);
}
void player_class::on_screen_check()
{
if(position.x<-20){
position.x=580;
}
if(position.x>600){
position.x=0;
}
if(position.y<-20){
position.y=680;
}
if(position.y>700){
position.y=0;
}
}
void player_class::update_physics()
{
//std::cout<<acceleration.x<<","<<acceleration.y<<"\n";
if(acceleration<=10){
physics->apply_gravity(&acceleration);
}
//std::cout<<acceleration.x<<","<<acceleration.y<<"\n";
}
void player_class::accelerate()
{
//std::cout<<acceleration.x<<","<<acceleration.y<<"\n";
velocity=dot_product(acceleration,velocity);
//std::cout<<acceleration.x<<","<<acceleration.y<<"\n";
}
vec2 player_class::get_position()
{
return position;
}
void player_class::set_collision(bool new_collision)
{
collision=new_collision;
}
bool player_class::get_collision()
{
//collision=new_collision;
return collision;
}
void player_class::add_collision(collision_class new_collision)
{
collisions->push(new_collision);
}
unsigned int player_class::get_collision_size()
{
return collisions->size();
}
collision_class player_class::pop_collision()
{
collision_class temp=collisions->pop();
return temp;
}
void player_class::set_position(vec2 new_position)
{
position=new_position;
}
void player_class::set_velocity(vec2 new_velocity)
{
velocity=new_velocity;
}
void player_class::set_acceleration(vec2 new_acceleration)
{
acceleration=new_acceleration;
}
void player_class::stop_movement()
{
//zero_vec2(velocity);
zero_vec2_y(velocity);
//zero_vec2(acceleration);
zero_vec2_y(acceleration);
}
void player_class::stop_x_movement()
{
velocity.x=0;
acceleration.x=0;
}
void player_class::set_disable_collision(bool new_bool)
{
disable_collision=new_bool;
}
bool player_class::get_disable_collision()
{
return disable_collision;
}
vec2 player_class::get_velocity()
{
return velocity;
}