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Player.cpp
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#include "Player.h"
Player::Player()
{
mTimer = Timer::Instance();
mInput = InputManager::Instance();
mAudio = AudioManager::Instance();
mVisible = false;
mAnimating = false;
mScore = 0;
mLives = 2;
mShip = new Texture("playership.png");
mShip->Parent(this);
mShip->Pos(VEC2_ZERO);
mMoveSpeed = 300.0f;
mMoveBounds = Vector2(32.0f, 768.0f);
mDeathAnimation = new AnimatedTexture("explode.png", 0, 0, 128, 144, 4, 1.0f, AnimatedTexture::horizontal);
mDeathAnimation->Parent(this);
mDeathAnimation->Pos(VEC2_ZERO);
mDeathAnimation->WrapMode(AnimatedTexture::once);
for (int i = 0; i < MAX_BULLETS; ++i)
{
mBullets[i] = new Bullet();
}
}
Player::~Player()
{
mTimer = NULL;
mInput = NULL;
mAudio = NULL;
delete mShip;
mShip = NULL;
delete mDeathAnimation;
mDeathAnimation = NULL;
for (int i = 0; i < MAX_BULLETS; ++i)
{
delete mBullets[i];
mBullets[i] = NULL;
}
}
void Player::HandleMovement()
{
if (mInput->KeyDown(SDL_SCANCODE_RIGHT))
{
Translate(VEC2_RIGHT*mMoveSpeed*mTimer->DeltaTime(), world);
} else if (mInput->KeyDown(SDL_SCANCODE_LEFT))
{
Translate(-VEC2_RIGHT*mMoveSpeed*mTimer->DeltaTime(), world);
}
Vector2 pos = Pos(local);
if (pos.x < mMoveBounds.x)
{
pos.x = mMoveBounds.x;
} else if (pos.x > mMoveBounds.y)
{
pos.x = mMoveBounds.y;
}
Pos(pos);
}
void Player::HandleFiring()
{
if (mInput->KeyPressed(SDL_SCANCODE_SPACE))
{
for (int i = 0; i < MAX_BULLETS; ++i)
{
if (!mBullets[i]->Active())
{
mBullets[i]->Fire(Pos());
mAudio->PlaySFX("pew.wav");
break;
}
}
}
}
void Player::Visible(bool visible)
{
mVisible = visible;
}
bool Player::IsAnimating()
{
return mAnimating;
}
int Player::Score()
{
return mScore;
}
int Player::Lives()
{
return mLives;
}
void Player::AddScore(int change)
{
mScore += change;
}
void Player::WasHit()
{
mLives--;
mDeathAnimation->ResetAnimation();
mAnimating = true;
mAudio->PlaySFX("explosion.wav");
}
void Player::Update()
{
if (mAnimating)
{
mDeathAnimation->Update();
mAnimating = mDeathAnimation->IsAnimating();
} else {
if (Active()) {
HandleMovement();
HandleFiring();
}
}
for (int i = 0; i < MAX_BULLETS; ++i)
{
mBullets[i]->Update();
}
}
void Player::Render()
{
if (mVisible)
{
if (mAnimating)
{
mDeathAnimation->Render();
} else {
mShip->Render();
}
}
for (int i = 0; i < MAX_BULLETS; ++i)
{
mBullets[i]->Render();
}
}