58 lines
1.7 KiB
C++
58 lines
1.7 KiB
C++
#include "player.h"
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#include "command.h"
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#include "enemy.h"
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Player::Player() :
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player_speed(45.f)
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{
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map_key_bindings[sf::Keyboard::Left] = Action::MoveLeft;
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map_key_bindings[sf::Keyboard::Right] = Action::MoveRight;
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map_key_bindings[sf::Keyboard::Up] = Action::MoveUp;
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map_key_bindings[sf::Keyboard::Down] = Action::MoveDown;
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map_action_bindings[Action::MoveLeft].action =
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[&] (SceneNode& node, const sf::Time& time)
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{
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node.move(-player_speed * time.asSeconds(), 0.f);
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};
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map_action_bindings[Action::MoveRight].action =
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[&] (SceneNode& node, const sf::Time& time)
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{
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node.move(player_speed * time.asSeconds(), 0.f);
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};
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map_action_bindings[Action::MoveUp].action =
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[&] (SceneNode& node, const sf::Time& time)
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{
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node.move(0.f, -player_speed * time.asSeconds());
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};
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map_action_bindings[Action::MoveDown].action =
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[&] (SceneNode& node, const sf::Time& time)
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{
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node.move(0.f, player_speed * time.asSeconds());
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};
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for (auto& pair : map_action_bindings)
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pair.second.category = Category::Enemy;
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}
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void Player::handleRealtimeInput(std::queue<Command>& queue)
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{
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for (const auto& pair : map_key_bindings)
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if (sf::Keyboard::isKeyPressed(pair.first) && isRealtime(pair.second))
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queue.push(map_action_bindings[pair.second]);
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}
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void Player::handleEvent(const sf::Event &event, std::queue<Command> &queue)
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{
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switch (event.type)
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{
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case sf::Event::KeyPressed:
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break;
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default:
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break;
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}
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}
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