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#include "Player.h"
#include "common.h"
Player::Player()
: mShiftingPosition( false ) {
const char *imageFileName = "player.tga";
mSprite = new Sprite( imageFileName, true, 16, 4 );
Image *spriteImage = readTGA( imageFileName );
Image *whiteImage = spriteImage->copy();
Image *brownImage = spriteImage->copy();
// change all black pixels to white or light brown
Color black( 0, 0, 0 );
Color white( 1, 1, 1 );
Color lightBrown( 191.0/255, 136.0/255, 0 );
// change all dark grey pixels to light gray or dark brown
Color darkGrey( 54.0/255, 54.0/255, 54.0/255 );
Color lightGrey( 182.0/255, 182.0/255, 182.0/255 );
Color darkBrown( 141.0/255, 100.0/255, 0 );
int w = spriteImage->getWidth();
int h = spriteImage->getHeight();
int numPixels = w * h;
for( int i=0; i<numPixels; i++ ) {
Color c = spriteImage->getColor( i );
if( c.equals( &black ) ) {
whiteImage->setColor( i, white );
brownImage->setColor( i, lightBrown );
}
else if( c.equals( &darkGrey ) ) {
whiteImage->setColor( i, lightGrey );
brownImage->setColor( i, darkBrown );
}
}
mWhiteSprite = new Sprite( whiteImage, true, 16, 4 );
mBrownSprite = new Sprite( brownImage, true, 16, 4 );
delete whiteImage;
delete brownImage;
delete spriteImage;
mSprites[0] = mSprite;
mSprites[1] = mWhiteSprite;
mSprites[2] = mBrownSprite;
}
Player::~Player() {
delete mSprite;
delete mWhiteSprite;
delete mBrownSprite;
}
void Player::shiftPosition( double inNewX, int inNumSteps ) {
mShiftingPosition = true;
mShiftPositionA = mX;
mShiftPositionB = inNewX;
mNumShiftPositionSteps = inNumSteps;
mNumShiftPositionStepsDone = 0;
}
void Player::step() {
if( mShiftingPosition ) {
mNumShiftPositionStepsDone ++;
if( mNumShiftPositionStepsDone > mNumShiftPositionSteps ) {
mShiftingPosition = false;
}
else {
double bBlend =
mNumShiftPositionStepsDone / (double)mNumShiftPositionSteps;
bBlend = smoothBlend( bBlend );
double aBlend = 1 - bBlend;
mX = mShiftPositionA * aBlend + mShiftPositionB * bBlend;
}
}
}
void Player::draw( double inRotation, Vector3D *inPosition,
double inScale,
double inFadeFactor,
Color *inColor ) {
if( mX > -26.5 && mX < 24.5 ) {
mSprite->draw( mSpriteFrame, inRotation, inPosition,
inScale, inFadeFactor, inColor );
}
if( mX < -22.5 ) {
// fade in white sprite on top
double fade = ( mX - (-22.5) ) / ( -26.5 - (-22.5) );
if( fade > 1 ) {
fade = 1;
}
mWhiteSprite->draw( mSpriteFrame, inRotation, inPosition,
inScale,
fade * inFadeFactor,
inColor );
}
if( mX > 20.5 ) {
// fade in brown sprite on top
double fade = ( mX - 20.5 ) / ( 24.5 - 20.5 );
if( fade > 1 ) {
fade = 1;
}
mBrownSprite->draw( mSpriteFrame, inRotation, inPosition,
inScale,
fade * inFadeFactor,
inColor );
}
}
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