//initialize player - more to come, for now just animations
void setPlayerSprites()
{
    if (mainPlayer.getCharName().compare("Flu") == 0)
    {
        mainPlayer.loadPlayerSprites(6);
        mainPlayer.getSprites()[0] = SOIL_load_OGL_texture("Textures/Flu.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
        mainPlayer.getSprites()[1] = SOIL_load_OGL_texture("Textures/Fluattack1.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
        mainPlayer.getSprites()[2] = SOIL_load_OGL_texture("Textures/Fluattack2.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
        mainPlayer.getSprites()[3] = SOIL_load_OGL_texture("Textures/Fluattack3.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
        mainPlayer.getSprites()[4] = SOIL_load_OGL_texture("Textures/Fluattack4.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
        mainPlayer.getSprites()[5] = SOIL_load_OGL_texture("Textures/Fluattack5.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
    }
}
void drawPlayer()
{
    int x, y, r;
    //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    //get players position
    x = (int)mainPlayer.getPosition().x;
    y = (int)mainPlayer.getPosition().y;
    r = (int)mainPlayer.getRadius();

    //start drawing the player
    glPushMatrix();
    glEnable(GL_TEXTURE_2D);
    glMatrixMode(GL_MODELVIEW);
    //for rotation
    if (wasclicked_RB == true || follow == true)
    {
        float PI = (float)3.14159265;
        float dy, dx;

        if (follow == true)
        {
            dy = (enemy[chase].getPosition().y - y);
            dx = (enemy[chase].getPosition().x - x);
        }
        else
        {
            dy = (mouse.y - y);
            dx = (mouse.x - x);
        }

        //find angle of rotation, if dx is 0 then you cant divide by 0 so set angle to 180
        if (dx == 0)
        {}
        else
            angle = atan(dy / dx) * 180/PI + 90;

        //if dx is negative then we have to compensate the angle to go left
        if (dx < 0)
            angle += 180;

    }
    //draw the player texture
    glBindTexture(GL_TEXTURE_2D, mainPlayer.getSprites()[player_animation_select]);
    //translate the player to the origin
    glTranslatef((GLfloat)x,(GLfloat)y, (GLfloat)0.0f);
    //rotate player
    glRotatef(angle,0,0,1);

    //draw player
    glBegin(GL_QUADS);
    glTexCoord2f(0, 0);
    glVertex2f((GLfloat)(-r), (GLfloat)(r));
    glTexCoord2f(1, 0);
    glVertex2f((GLfloat)(r), (GLfloat)(r));
    glTexCoord2f(1, 1);
    glVertex2f((GLfloat)(r), (GLfloat)(-r));
    glTexCoord2f(0, 1);
    glVertex2f((GLfloat)(-r), (GLfloat)(-r));
    glEnd();

    glDisable(GL_TEXTURE_2D);
    //reset the screen so only player rotated
    glPopMatrix();
    //flush the buffer
    glFlush();
}