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Player.cpp
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Player.cpp
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#include "Player.hpp"
#include "DEFINITIONS.h"
//#include <iostream>
namespace ArktisProductions
{
Player::Player(GameDataRef data) : _data(data)
{
_animationIterator = 0;
_playerSprite.setTexture(this->_data->assets.GetTexture("Player Frame " + std::to_string(_animationIterator)));
_playerSprite.setPosition(SCREEN_WIDTH/2.0f, SCREEN_HEIGHT - (_playerSprite.getGlobalBounds().height+this->_data->assets.GetTexture("Land").getSize().y));
_playerState = PLAYER_STATE_WALK;
_invincibility = false;
_wasItInvincInPrevFrame = true;
}
void Player::Draw()
{
this->_data->window.draw(_playerSprite);
}
void Player::Animate(float dt)
{
float how_many_frames = 4.0f; // It means there are 4 animation states (4 different textures)
if(this->_playerState == PLAYER_STATE_RISE || this->_playerState == PLAYER_STATE_FALL)
{
this->_animationIterator = 1;
this->_playerSprite.setTexture(this->_data->assets.GetTexture("Player Jump"));
this->_clock.restart();
}
else if(_clock.getElapsedTime().asSeconds() > PLAYER_ANIMATION_DURATION / how_many_frames)
{
if (_animationIterator < how_many_frames-1)
this->_animationIterator++;
else
this->_animationIterator = 1;
this->_playerSprite.setTexture(this->_data->assets.GetTexture("Player Frame " + std::to_string(_animationIterator)));
this->_clock.restart();
}
if (_invincibility && !_wasItInvincInPrevFrame)
{
this->_playerSprite.setColor(sf::Color(255, 255, 255, 0));
_wasItInvincInPrevFrame = true;
}
else if (_invincibility)
{
this->_playerSprite.setColor(sf::Color(255, 255, 255, 255));
_wasItInvincInPrevFrame = false;
}
}
void Player::Update(float dt)
{
if(_playerState == PLAYER_STATE_FALL)
this->_playerSprite.move(0, GRAVITY_FORCE * dt);
else if(_playerState == PLAYER_STATE_RISE)
this->_playerSprite.move(0, JUMP_SPEED * dt);
if(_mvmtClock.getElapsedTime().asSeconds() > JUMP_DURATION)
{
this->_playerState = PLAYER_STATE_FALL;
_mvmtClock.restart();
}
if (this->_data->gameClock.getElapsedTime().asSeconds() > _invincibilityStartTime + PLAYER_INVINCIBILITY_TIME)
{
_invincibility = false;
this->_playerSprite.setColor(sf::Color(255, 255, 255, 255));
}
}
void Player::Jump()
{
if (this->_playerState != PLAYER_STATE_RISE && this->_playerState != PLAYER_STATE_FALL)
{
this->_mvmtClock.restart();
this->_playerState = PLAYER_STATE_RISE;
}
}
void Player::Bounce()
{
this->_playerState = PLAYER_STATE_WALK;
this->Jump();
}
void Player::MoveOnePixelHigher()
{
this->_playerSprite.move(0, -1);
}
void Player::MakePlayerInvincible()
{
this->_invincibility = true;
this->_invincibilityStartTime = (unsigned int)this->_data->gameClock.getElapsedTime().asSeconds();
}
const bool Player::IsPlayerInvincible() const
{
if (this->_invincibility) return true;
else return false;
}
void Player::ResetPlayer()
{
// =========================================== HERE ===========================================
this->_clock.restart();
this->_mvmtClock.restart();
this->_playerSprite.setPosition(SCREEN_WIDTH/2.0f, SCREEN_HEIGHT - (_playerSprite.getGlobalBounds().height+this->_data->assets.GetTexture("Land").getSize().y));
this->_playerState = PLAYER_STATE_WALK;
this->_invincibility = false;
this->_wasItInvincInPrevFrame = true;
this->_playerSprite.setTexture(this->_data->assets.GetTexture("Player Frame 0"));
}
void Player::SetPlayerState(unsigned int _state)
{
this->_playerState = _state;
}
unsigned int &Player::GetPlayerState()
{
return this->_playerState;
}
const sf::Sprite &Player::GetSprite() const
{
return this->_playerSprite;
}
}