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Players.cpp
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#include "inc.h"
Player* Player::pInstance = nullptr;
Player::Player() { }
Player::Player(Vector2d vec, Texture* textr, Type type) : Object(vec, textr, type)
{
timer = Timer::Instance();
Active(true);
moveBounds = Map::getMapSize();
moveSpeed = 200;
}
Player::~Player()
{
}
Player * Player::Instance()
{
if (pInstance == nullptr)
{
pInstance = new Player();
}
else if (pInstance->getType() != tPlayer) {
pInstance = new Player(Map::getMapSize() / 2, TextureManager::getTexture("avatar.jpg"), tPlayer);
}
return pInstance;
}
void Player::Init() { }
void Player::Close()
{
delete pInstance;
pInstance = nullptr;
}
void Player::Update(Object* obj) {
plTimer += static_cast<long long>(timer->DeltaTime());
Pos(world).setX(Pos(world).getX() + vel.getX() * timer->DeltaTime());
if (!outOfBounds()) {
UpdateBox();
}
Pos(world).setY(Pos(world).getY() + vel.getY() * timer->DeltaTime());
if (!outOfBounds()) {
UpdateBox();
}
UpdateBox();
}
void Player::collisionDetected(Object* obj) {
if (obj->getType() == tEnemy) {
int screenW, screenH;
getScreenSize(screenW, screenH);
Pos(Vector2d(screenW / 2, screenH / 2));
}
if (obj->getType() == tObject) {
if (collisionCheck(this, obj)) {
Pos(world).setX(Pos(world).getX() - vel.getX() * timer->DeltaTime());
UpdateBox();
}
if (collisionCheck(this, obj)) {
Pos(world).setY(Pos(world).getY() - vel.getY() * timer->DeltaTime());
UpdateBox();
}
}
}
bool Player::outOfBounds()
{
if (Pos(world).getX() + getSkin().getWight() >= moveBounds.getX() || Pos(world).getX() <= 0) {
Pos(world).setX(Pos(world).getX() - vel.getX() * timer->DeltaTime());
UpdateBox();
return true;
}
if (Pos(world).getY() + getSkin().getHight() >= moveBounds.getY() || Pos(world).getY() <= 0) {
Pos(world).setY(Pos().getY() - vel.getY() * timer->DeltaTime());
UpdateBox();
return true;
}
return false;
}
void Player::onKeyPressed(FRKey k) {
if (k == FRKey::UP) {
vel.setY(vel.getY() - moveSpeed);
}
if (k == FRKey::DOWN) {
vel.setY(vel.getY() + moveSpeed);
}
if (k == FRKey::LEFT) {
vel.setX(vel.getX() - moveSpeed);
}
if (k == FRKey::RIGHT) {
vel.setX(vel.getX() + moveSpeed);
}
}
void Player::onKeyReleased(FRKey k) {
if (k == FRKey::UP) {
vel.setY(vel.getY() + moveSpeed);
}
if (k == FRKey::DOWN) {
vel.setY(vel.getY() - moveSpeed);
}
if (k == FRKey::LEFT) {
vel.setX(vel.getX() + moveSpeed);
}
if (k == FRKey::RIGHT) {
vel.setX(vel.getX() - moveSpeed);
}
}