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// -*- coding: utf-8 -*-
//
// Copyright 2021 Michael Büsch <m@bues.ch>
//
// Derived from https://github.com/mlochen/dungeon.git
// Copyright (C) 2020 Marco Lochen
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
use crate::vec2d::Vec2D;
use crate::wall::Wall;
pub struct Player {
pos: Vec2D,
phi: f32,
dir: Vec2D,
fov_phi: f32,
health: i32,
}
impl Player {
pub fn new(pos: Vec2D) -> Player {
let mut self_ = Player {
pos,
phi: 0.0,
dir: Default::default(),
fov_phi: 0.0,
health: 100,
};
self_.calc_dir();
self_
}
fn calc_dir(&mut self) {
self.dir.set_x(self.phi.cos());
self.dir.set_y(self.phi.sin());
}
pub fn set_pos(&mut self, pos: Vec2D) {
self.pos = pos;
}
pub fn get_pos(&self) -> Vec2D {
self.pos
}
pub fn set_phi(&mut self, phi: f32) {
self.phi = phi;
self.calc_dir();
}
pub fn get_phi(&self) -> f32 {
self.phi
}
pub fn get_dir(&self) -> Vec2D {
self.dir
}
pub fn get_fov_phi(&self) -> f32 {
self.fov_phi
}
pub fn set_fov_phi(&mut self, fov_phi: f32) {
self.fov_phi = fov_phi;
}
pub fn set_health(&mut self, health: i32) {
self.health = health;
}
pub fn get_health(&self) -> i32 {
self.health
}
pub fn point_is_in_fov(&self, point: &Vec2D) -> bool {
let point_dir = *point - self.pos;
let a = Vec2D::new(1.0, 0.0).rotated(self.phi + self.fov_phi / 2.0);
let b = Vec2D::new(1.0, 0.0).rotated(self.phi - self.fov_phi / 2.0);
point_dir.phi_to_is_positive(&a) && point_dir.phi_to_is_negative(&b)
}
pub fn wall_is_in_fov(&self, wall: &Wall) -> bool {
self.point_is_in_fov(&wall.get_p1())
|| self.point_is_in_fov(&wall.get_pos())
|| self.point_is_in_fov(&wall.get_p2())
}
}
// vim: ts=4 sw=4 expandtab
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