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player.cpp
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#include "player.h"
#include <iostream>
Player::Player()
{
// How fast does Player move?
mSpeed = 300;
mLeftPressed = false;
mRightPressed = false;
mDownPressed = false;
mUpPressed = false;
// Associate a texture with the sprite
if(!mTextureBack.loadFromFile("textures/frog_back.png"))
{
throw CanNotLoadTexture();
}
if(!mTextureRight.loadFromFile("textures/frog_right.png"))
{
throw CanNotLoadTexture();
}
if(!mTextureLeft.loadFromFile("textures/frog_left.png"))
{
throw CanNotLoadTexture();
}
if(!mTextureFront.loadFromFile("textures/frog_front.png"))
{
throw CanNotLoadTexture();
}
mSprite.setTexture(mTextureBack);
mSize.x = mSprite.getTexture()->getSize().x * mSprite.getScale().x,
mSize.y = mSprite.getTexture()->getSize().y * mSprite.getScale().y;
}
void Player::setPosition(sf::Vector2f &pos)
{
mPosition = pos;
mSprite.setPosition(mPosition);
}
sf::Sprite Player::getSprite()
{
return mSprite;
}
void Player::moveLeft()
{
mLeftPressed = true;
}
void Player::moveRight()
{
mRightPressed = true;
}
void Player::stopLeft()
{
mLeftPressed = false;
}
void Player::stopRight()
{
mRightPressed = false;
}
void Player::moveUp()
{
mUpPressed = true;
}
void Player::moveDown()
{
mDownPressed = true;
}
void Player::stopUp()
{
mUpPressed = false;
}
void Player::stopDown()
{
mDownPressed = false;
}
unsigned int Player::getHeight() const
{
return mSize.y;
}
unsigned int Player::getWidth() const
{
return mSize.x;
}
sf::Vector2f Player::getPosition() const
{
return mPosition;
}
// Move Player based on the input this frame,
// the time elapsed, and the speed
void Player::update(float elapsedTime)
{
if(mRightPressed)
{
mSprite.setTexture(mTextureRight);
mPosition.x += mSpeed * elapsedTime;
}
if(mLeftPressed)
{
mSprite.setTexture(mTextureLeft);
mPosition.x -= mSpeed * elapsedTime;
}
if(mUpPressed)
{
mSprite.setTexture(mTextureBack);
mPosition.y -= mSpeed * elapsedTime;
}
if(mDownPressed)
{
mSprite.setTexture(mTextureFront);
mPosition.y += mSpeed * elapsedTime;
}
// if(mSprite.getGlobalBounds().intersects())
// Now move the sprite to its new position
mSprite.setPosition(mPosition);
}
void Player::movePositionWithLog(float elapsedTime)
{
mPosition.x += getMoveWithLogSpeed() * elapsedTime;
mSprite.setPosition(mPosition);
}
void Player::setMoveWithLog(double speed)
{
moveWithLog = speed;
}
double Player::getMoveWithLogSpeed()
{
return moveWithLog;
}
bool Player::die(sf::Vector2f newPos)
{
if(getLives() == 1)
{
setLives(0);
return false;
}
setLives(getLives() - 1);
setPosition(newPos);
return true;
}
unsigned int Player::getLives() const
{
return lives;
}
void Player::setLives(unsigned int newLives)
{
lives = newLives;
}