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Paddle.cpp
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#include <SFML\Graphics.hpp>
#include <vector>
#include <memory>
#include "Paddle.h"
#include "Entity.h"
#include "Game.h"
const float Paddle::Speed = 400.f;
Paddle::Paddle(const sf::Vector2f& size, const sf::Vector2f& position)
: Entity(Entities::Paddle, position), size_(size)
{
shape_.setSize(size);
shape_.setFillColor(sf::Color::White);
shape_.setPosition(position);
}
void Paddle::handleInput()
{
upPressed_ = sf::Keyboard::isKeyPressed(sf::Keyboard::Up);
downPressed_ = sf::Keyboard::isKeyPressed(sf::Keyboard::Down);
}
void Paddle::moveUp(sf::Time delta)
{
position_.y -= Paddle::Speed * delta.asSeconds();
}
void Paddle::moveDown(sf::Time delta)
{
position_.y += Paddle::Speed * delta.asSeconds();
}
void Paddle::checkCollisions(std::vector<std::shared_ptr<Entity>>& entities)
{
if (position_.y < Game::WallSize)
position_.y = Game::WallSize;
if (position_.y > Game::Height - Game::WallSize - size_.y)
position_.y = Game::Height - Game::WallSize - size_.y;
}
void Paddle::update(sf::Time delta)
{
if (upPressed_)
moveUp(delta);
if (downPressed_)
moveDown(delta);
shape_.setPosition(position_);
}
void Paddle::render(sf::RenderWindow& window)
{
window.draw(shape_);
}
sf::FloatRect Paddle::getBounds() const
{
return shape_.getGlobalBounds();
}