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Entity.cpp
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#include "stdafx.h"
#include "Entity.h"
//private: Functions:
void Entity::initVariables()
{
this->hitboxComponent = nullptr;
this->movementComponent = nullptr;
this->animationComponent = nullptr;
this->attributeComponent = nullptr;
this->skillComponent = nullptr;
this->directionComponent = nullptr;
this->visionComponent = nullptr;
this->expReward = 0;
}
//Constructors and Destructor:
Entity::Entity()
{
this->initVariables();
}
Entity::~Entity()
{
delete this->hitboxComponent;
delete this->movementComponent;
delete this->animationComponent;
delete this->attributeComponent;
delete this->skillComponent;
delete this->directionComponent;
delete this->visionComponent;
}
//Component functions:
void Entity::setTexture(sf::Texture& texture)
{
this->sprite.setTexture(texture);
}
void Entity::createHitboxComponent(sf::Sprite& sprite, float offset_x, float offset_y, float width, float height)
{
this->hitboxComponent = new HitboxComponent(sprite, offset_x, offset_y, width, height);
}
void Entity::createMovementComponent(const float max_velocity, const float acceleration, const float deceleration)
{
this->movementComponent = new MovementComponent(this->sprite, max_velocity, acceleration, deceleration);
}
void Entity::createAnimationComponent(sf::Texture& texture_sheet)
{
this->animationComponent = new AnimationComponent(this->sprite, texture_sheet);
}
void Entity::createAttributeComponent(const int level)
{
this->attributeComponent = new AttributeComponent(level);
}
void Entity::createSkillComponent()
{
this->skillComponent = new SkillComponent();
}
void Entity::createDirectionComponent(sf::Vector2f direction_vector)
{
this->directionComponent = new DirectionComponent(direction_vector);
}
void Entity::createVisionComponent(sf::Vector2f position, const float range, sf::Vector2f direction)
{
this->visionComponent = new VisionComponent(position, range, direction);
}
//Accessors:
const sf::Vector2f& Entity::getPosition() const
{
if (this->hitboxComponent)
{
return this->hitboxComponent->getPosition();
}
return this->sprite.getPosition();
}
const sf::Vector2f Entity::getCenter() const
{
if (this->hitboxComponent)
{
return this->hitboxComponent->getPosition() +
sf::Vector2f
(
this->hitboxComponent->getGlobalBounds().width / 2.f,
this->hitboxComponent->getGlobalBounds().height / 2.f
);
}
return this->sprite.getPosition() +
sf::Vector2f
(
this->sprite.getGlobalBounds().width / 2.f,
this->sprite.getGlobalBounds().height / 2.f
);
}
const sf::Vector2i Entity::getGridPosition(const int grid_size_i) const
{
if (this->hitboxComponent)
{
return sf::Vector2i
(
static_cast<int>(this->hitboxComponent->getPosition().x) / grid_size_i,
static_cast<int>(this->hitboxComponent->getPosition().y) / grid_size_i
);
}
return sf::Vector2i
(
static_cast<int>(this->sprite.getPosition().x) / grid_size_i,
static_cast<int>(this->sprite.getPosition().y) / grid_size_i
);
}
const sf::FloatRect Entity::getGlobalBounds() const
{
if (this->hitboxComponent)
{
return this->hitboxComponent->getGlobalBounds();
}
return this->sprite.getGlobalBounds();
}
const sf::FloatRect Entity::getNextPositionBounds(const float& dt) const
{
if (this->hitboxComponent && this->movementComponent)
{
return this->hitboxComponent->getNextPosition(this->movementComponent->getVelocity() * dt);
}
//Error
return sf::FloatRect(-1.f, -1.f, -1.f, -1.f);
}
const float Entity::getDistance(const Entity& entity) const
{
return static_cast<float>(std::sqrt(std::pow((this->getCenter().x - entity.getCenter().x), 2) + std::pow((this->getCenter().y - entity.getCenter().y), 2)));
}
const AttributeComponent* Entity::getAttributeComponent() const
{
if (this->attributeComponent)
{
return this->attributeComponent;
}
else
{
std::string className = typeid(*this).name();
className.erase(0, 6);
std::cout << "ERROR::" << className <<"::getAttributeComponent::Component has not initialized" << std::endl;
return nullptr;
}
}
VisionComponent* Entity::getVisionComponent() const
{
if (this->visionComponent)
{
return this->visionComponent;
}
else
{
std::string className = typeid(*this).name();
className.erase(0, 6);
std::cout << "ERROR::" << className << "::getVisionConponent::Component has not initialized" << std::endl;
return nullptr;
}
}
const bool Entity::isDead() const
{
if (this->attributeComponent)
{
return this->attributeComponent->isDead();
}
std::string className = typeid(*this).name();
className.erase(0, 6);
std::cout << "ERROR::" << className << "::isDead::Attribute component and HP required" << std::endl;
return false;
}
const int& Entity::getExpReward() const
{
return this->expReward;
}
//Modifiers:
void Entity::setPosition(const float x, const float y)
{
if (this->hitboxComponent)
{
this->hitboxComponent->setPosition(x, y);
}
else
{
this->sprite.setPosition(x, y);
}
}
void Entity::loseHp(const int hp)
{
if (this->attributeComponent)
{
this->attributeComponent->loseHp(hp);
}
}
void Entity::gainHp(const int hp)
{
if (this->attributeComponent)
{
this->attributeComponent->gainHp(hp);
}
}
void Entity::loseExp(const int exp)
{
if (this->attributeComponent)
{
this->attributeComponent->loseExp(exp);
}
}
void Entity::gainExp(const int exp)
{
if (this->attributeComponent)
{
this->attributeComponent->gainExp(exp);
}
}
//Functions:
void Entity::move(const float dir_x, const float dir_y, const float& dt)
{
if (this->movementComponent)
{
//Sets velocity
this->movementComponent->move(dir_x, dir_y, dt);
}
if (this->skillComponent)
{
skillComponent->gainExp(SKILLS::ENDURANCE, 1);
// std::cout << "Endurance level: " << this->skillComponent->getSkillLevel(SKILLS::ENDURANCE) << std::endl;
}
}
void Entity::stopVelocity()
{
if (this->movementComponent)
{
this->movementComponent->stopVelocity();
}
}
void Entity::stopVelocityX()
{
if (this->movementComponent)
{
this->movementComponent->stopVelocityX();
}
}
void Entity::stopVelocityY()
{
if (this->movementComponent)
{
this->movementComponent->stopVelocityY();
}
}