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DirectionComponent.cpp
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173 lines (133 loc) · 3.37 KB
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#include "stdafx.h"
#include "DirectionComponent.h"
// private: Functions:
void DirectionComponent::initVariables()
{
this->direction = Directions::Down;
this->directionVector = sf::Vector2f(0.f, 0.f);
}
// Constructors and Destructor:
DirectionComponent::DirectionComponent(sf::Vector2f direction_vector)
{
this->initVariables();
this->directionVector = direction_vector;
}
DirectionComponent::DirectionComponent(sf::Vector2i direction_vector)
{
this->initVariables();
this->directionVector = sf::Vector2f(direction_vector);
}
DirectionComponent::~DirectionComponent()
{
}
// Accessors:
const Directions& DirectionComponent::getDirection() const
{
return this->direction;
}
const sf::Vector2f& DirectionComponent::getDirectionVector() const
{
return this->directionVector;
}
const bool DirectionComponent::checkDirectionByMovement(Directions direction, sf::Vector2f& velocity)
{
switch (direction)
{
case Directions::Up_Left:
if (velocity.x < 0.f && velocity.y < 0.f)
{
this->direction = direction;
this->directionVector.x = -std::abs(velocity.x);
this->directionVector.y = -std::abs(velocity.y);
return true;
}
break;
case Directions::Up:
if (velocity.x == 0.f && velocity.y < 0.f)
{
this->direction = direction;
this->directionVector.x = 0.f;
this->directionVector.y = -std::abs(velocity.y);
return true;
}
break;
case Directions::Up_Right:
if (velocity.x > 0.f && velocity.y < 0.f)
{
this->direction = direction;
this->directionVector.x = std::abs(velocity.x);
this->directionVector.y = -std::abs(velocity.y);
return true;
}
break;
case Directions::Right:
if (velocity.x > 0.f && velocity.y == 0.f)
{
this->direction = direction;
this->directionVector.x = std::abs(velocity.x);
this->directionVector.y = 0.f;
return true;
}
break;
case Directions::Down_Right:
if (velocity.x > 0.f && velocity.y > 0.f)
{
this->direction = direction;
this->directionVector.x = std::abs(velocity.x);
this->directionVector.y = std::abs(velocity.y);
return true;
}
break;
case Directions::Down:
if (velocity.x == 0.f && velocity.y > 0.f)
{
this->direction = direction;
this->directionVector.x = 0.f;
this->directionVector.y = -std::abs(velocity.y);
return true;
}
break;
case Directions::Down_Left:
if (velocity.x < 0.f && velocity.y > 0.f)
{
this->direction = direction;
this->directionVector.x = -std::abs(velocity.x);
this->directionVector.y = std::abs(velocity.y);
return true;
}
break;
case Directions::Left:
if (velocity.x < 0.f && velocity.y == 0.f)
{
this->direction = direction;
this->directionVector.x = -std::abs(velocity.x);
this->directionVector.y = 0.f;
return true;
}
break;
}
return false;
}
const bool DirectionComponent::checkDirectionByMouse(Directions direction, sf::Vector2f& mouse_position)
{
// TO DO
return false;
}
const bool DirectionComponent::checkDirectionByMouse(Directions direction, sf::Vector2i& mouse_position)
{
// TO DO
return false;
}
// Functions:
void DirectionComponent::update(sf::Vector2f velocity)
{
this->directionVector = velocity;
}
void DirectionComponent::update(sf::Vector2f mouse_position, const float& dt)
{
this->directionVector = mouse_position;
}
void DirectionComponent::update(sf::Vector2i mouse_position, const float& dt)
{
this->directionVector = sf::Vector2f(mouse_position);
}