/**
* one room arena
* Copyright (C) 2016 POSITIVE MENTAL ATTITUDE
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#pragma once
#include
#include
#include
using namespace sf;
class Map;
class Bullet;
class ActualPlayer;
class AiPlayer;
class PowerupManager;
class Player: public ConvexShape
{
public:
Player(Map* map);
~Player();
void setColor(Color color);
void logic(float delta);
void spawnBullet(bool altFire);
void drawBullets(RenderTarget& target) const;
void hasten();
void addNuke();
int nukes() const;
void growStronger();
void rateOfFire();
void kill(bool increaseScore);
bool isDead() const;
static ActualPlayer* actualPlayer;
static std::vector* aiPlayer;
static unsigned totalScore;
protected:
Vector2f movementHelper(float delta, bool key1, bool key2, float& velocity, float angle, float speed, float damping);
int _nukes;
float _speed;
int _strength;
float _rateOfFire;
Sound _laser;
SoundBuffer _laserLaser;
Sound _kill;
SoundBuffer _killKill;
Sound _powerup;
SoundBuffer _powerupPowerup;
private:
Map* _map;
Color _color;
std::vector _bullets;
bool _dead;
};
class ActualPlayer: public Player
{
public:
ActualPlayer(Map* map): Player(map) {_nukes = 1;};
void input(float delta, Map* map, const Vector2f mouse);
};
class AiPlayer: public Player
{
public:
AiPlayer(Map* map): Player(map), _velocity(0), _targetRotation(0), _targetRotationDeviation(0), _powerupManager(nullptr) {};
void input(float delta, Map* map, ActualPlayer* player);
void registerPowerups(PowerupManager* mgr);
private:
void updateAi(Map* map, ActualPlayer* player);
Clock _clock;
Clock _clock2;
float _velocity;
float _targetRotation;
float _targetRotationDeviation;
Vector2f _targetPos;
PowerupManager* _powerupManager;
};