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cube.cpp
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cube.cpp
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#include <SFML\Graphics.hpp>
#include "cube.h"
#include "ScreenConstants.h"
bool Cube::operator==(const Cube& rhs) const
{
return this->cubeID == rhs.cubeID;
};
Cube::Cube(float x, float y, float width, float height, int ID)
{
this->cubeID = ID;
this->direction = sf::Vector2f{0, 0};
sf::Vector2f startPos = { x, y };
sf::Vector2f size = { width, height };
this->shape = sf::RectangleShape(size);
this->shape.setPosition(startPos);
};
void Cube::ChangeDirection(sf::Vector2f targetPosition)
{
sf::Vector2f directionToTarget = targetPosition - shape.getPosition();
float distance = std::sqrt(directionToTarget.x * directionToTarget.x + directionToTarget.y * directionToTarget.y);
directionToTarget /= distance;
AddForce((sf::Vector2f)(directionToTarget * 0.01f));
}
void Cube::Move()
{
// Óáåäèìñÿ, ÷òî ñêîðîñòü íå ïðåâûøàåò ëèìèò
float speedMagnitude = std::sqrt(speed.x * speed.x + speed.y * speed.y);
if (speedMagnitude > SPEED_LIMIT)
{
speed *= SPEED_LIMIT / speedMagnitude;
}
if (GetX() + speed.x < SCREEN_SIZE_X - BORDERS and GetY() + speed.y < SCREEN_SIZE_Y - BORDERS and GetX() + speed.x > BORDERS and GetY() + speed.y > BORDERS)
this->shape.move(speed);
else
this->shape.move(-speed * 3.0f);
}
float Cube::GetX() {
return this->shape.getPosition().x;
};
float Cube::GetY() {
return this->shape.getPosition().y;
}
void Cube::AddForce(sf::Vector2f newSpeed) {
if (newSpeed.x < SPEED_LIMIT and newSpeed.y < SPEED_LIMIT)
this->speed += newSpeed;
else
this->speed -= sf::Vector2f(speed.x / newSpeed.x, speed.y / newSpeed.y);
}
sf::RectangleShape Cube::GetShape()
{
return this->shape;
}
;
sf::Vector2f Cube::GetVector() {
return this->shape.getPosition();
};