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Tortuga/client/player_character.hpp
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/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef PLAYERCHARACTER_HPP_
#define PLAYERCHARACTER_HPP_
#include "vector2.hpp"
#include "sprite_sheet.hpp"
class PlayerCharacter {
public:
enum class Direction {
NORTH, SOUTH, EAST, WEST
};
PlayerCharacter() = default;
~PlayerCharacter() = default;
void Update(double delta);
void DrawTo(SDL_Surface* const dest) { sprite.DrawTo(dest, position.x, position.y); }
//clunky code results in smooth movement and controls
void AdjustDirection(Direction);
void FaceDirection(Direction);
void ResetDirection();
void ResetSpeed();
//accessors and mutators
Vector2 SetPosition(Vector2 v) { return position = v; }
Vector2 ShiftPosition(Vector2 v) { return position += v; }
Vector2 GetPosition() { return position; }
Vector2 SetMotion(Vector2 v) { return motion = v; }
Vector2 ShiftMotion(Vector2 v) { return motion += v; }
Vector2 GetMotion() { return motion; }
SpriteSheet* GetSprite() { return &sprite; }
private:
Vector2 position;
Vector2 motion;
SpriteSheet sprite;
//for moving diagonally
bool diagonal = false;
};
#endif