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Copy pathLimb.cpp
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138 lines (105 loc) · 3.17 KB
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#include "Limb.hpp"
Limb::Limb() {
Limb::children = std::vector<Limb>();
Limb::size = Vec2(0, 0);
Limb::pos = Vec2(0, 0);
Limb::offset = Vec2(0, 0);
Limb::angle = 0;
Limb::flipx = 1;
Limb::flipy = 1;
//Limb::sprite.setOrigin(Limb::size.x * Limb::anchor.x, Limb::size.y * Limb::anchor.y);
Limb::setAnchor(Vec2(0, 0));
}
Limb::Limb(sf::Texture& texture, sf::IntRect rect, Vec2 anchor, Vec2 offset, Vec2 pos) {
Limb::children = std::vector<Limb>();
Limb::sprite = sf::Sprite(texture, rect);
Limb::size = Vec2(rect.width, rect.height);
Limb::pos = offset;
Limb::offset = offset;
Limb::angle = 0;
Limb::flipx = 1;
Limb::flipy = 1;
//Limb::sprite.setOrigin(Limb::size.x * Limb::anchor.x, Limb::size.y * Limb::anchor.y);
Limb::setAnchor(anchor);
}
Limb::~Limb() {
}
void Limb::addChild(Limb child) {
Limb::children.push_back(child);
}
float& Limb::getAngle() {
return Limb::angle;
}
Vec2 Limb::getPos() {
return Limb::pos;
}
Vec2 Limb::getAnchor() {
return Limb::anchor;
}
Vec2 Limb::getSize() {
return Limb::size;
}
void Limb::setPos(Vec2 pos) {
Limb::pos = pos;
for (size_t i = 0; i < Limb::children.size(); ++i) {
Limb::children.at(i).pos = Limb::pos + Limb::children.at(i).offset;
}
}
void Limb::addVel(Vec2 vel) {
Limb::setPos(Limb::getPos() + vel);
}
void Limb::setAnchor(Vec2 anchor) {
Limb::anchor = anchor;
Limb::sprite.setOrigin(Limb::size.x * anchor.x, Limb::size.y * anchor.y);
}
void Limb::setSize(Vec2 size) {
Limb::size = size;
}
std::vector<Limb>& Limb::getChildren() {
return Limb::children;
}
void Limb::update() {
Limb::sprite.setRotation(Limb::angle);
for (size_t i = 0; i < Limb::children.size(); ++i) {
Limb& child = Limb::children.at(i);
child.update();
}
}
void Limb::render(sf::RenderWindow& window, Vec2 off) {
Limb::sprite.setScale(Limb::flipx, Limb::flipy);
Limb::sprite.setPosition(Limb::pos.x + Limb::offset.x + off.x, Limb::pos.y + Limb::offset.y + off.y);
window.draw(Limb::sprite);
}
void Limb::render(sf::RenderWindow& window, sf::Shader& shader, Vec2 off) {
Limb::sprite.setPosition(Limb::pos.x + Limb::offset.x + off.x, Limb::pos.y + Limb::offset.y + off.y);
window.draw(Limb::sprite, &shader);
}
void Limb::renderChild(size_t idx, sf::RenderWindow& window, Vec2 off) {
Limb& child = Limb::children.at(idx);
child.render(window, off);
}
void Limb::renderChild(size_t idx, sf::RenderWindow& window, sf::Shader& shader, Vec2 off) {
Limb& child = Limb::children.at(idx);
child.render(window, shader, off);
}
void Limb::renderAll(sf::RenderWindow& window, std::vector<size_t> childidx, Vec2 offset) {
for (size_t i = 0; i < childidx.size(); ++i) {
const size_t child_at = childidx.at(i);
if (child_at == (size_t)(-1))
Limb::render(window, offset);
else
Limb::renderChild(child_at, window, offset);
}
}
void Limb::renderAll(sf::RenderWindow& window, std::vector<size_t> childidx, sf::Shader& shader, Vec2 offset) {
for (size_t i = 0; i < childidx.size(); ++i) {
const size_t child_at = childidx.at(i);
if (child_at == (size_t)(-1))
Limb::render(window, shader, offset);
else
Limb::renderChild(child_at, window, shader, offset);
}
}
Limb& Limb::getChild(size_t index) {
return Limb::children.at(index);
}