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player.h
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#ifndef PLAYER__H
#define PLAYER__H
#include <string>
#include <vector>
#include "sprite.h"
#include "twowaysprite.h"
#include "collisionStrategy.h"
#include "gamedata.h"
#include "projectile.h"
#include "sound.h"
class ExplodingSprite;
class Player : public TwoWaySprite{
public:
Player(const std::string&, const bool);
Player(const Player&);
virtual ~Player();
Player& operator=(const Player& rhs);
virtual void draw() const;
virtual void update(Uint32 ticks);
virtual void explode();
virtual void handleKeyStroke(const Uint8 *);
bool checkForCollisions(Drawable* );
void AvoidCollision(int objectCurrentFrame);
void createProjectile();
void drawProjectiles()const;
void reset();
void drawObjectPoolList()const;
virtual int getActiveProjectiles()const {
int count = 0;
for(int i = 0; i < totalProjectiles; i++){
if(projectiles[i]->getInUse()){
count++;
}
}
return count;
}
virtual int getAvailableProjectiles() const{
return totalProjectiles - getActiveProjectiles();
}
protected:
ExplodingSprite* explosion;
Sprite* explodeFrame;
const bool isPlayer1;
bool isMovement;
bool isRight;
bool isWalk;
bool isDefend;
bool isCrouch;
bool isJump;
bool isPunch;
bool godMode;
GameSound *sound;
const int totalProjectiles;
std::vector<CollisionStrategy* > strategies;
std::vector<Projectile*> projectiles;
int healthLevel;
void advanceFrame();
void setMovement();
void handlePunch(const Drawable* obj1);
void drawHealthBar() const;
void drawEndScreen() const;
void projectileHit(){
(*sound)[2];
if(godMode) return;
healthLevel -= 5;
if(healthLevel <= 0){
explode();
(*sound)[3];
}
}
void playerHit(){
(*sound)[1];
if(godMode) return;
healthLevel -= 2;
if(healthLevel <= 0){
explode();
(*sound)[3];
}
}
};
#endif