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player.h
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player.h
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#ifndef __PLAYER_H__
#define __PLAYER_H__
#include "main.h"
#include "actor.h"
#define PLAYER_LIFES 5
#define RESPAWN_TIME 2.5f
enum AnimationState
{
ATTACK = 0,
DEATH,
FALL,
FLY_UP,
FLY_DOWN,
IDLE,
RUN
};
class MapLayerMetadata;
class Player : public Actor
{
public:
Player(b2World *world, eTeam team);
virtual ~Player();
virtual void Update(f32 dt, MapLayerMetadata *collision, Player *player);
virtual eTeam GetTeam() const;
virtual void StartThrust();
virtual void StopThrust();
virtual void StartRight();
virtual void StopRight();
virtual void StartLeft();
virtual void StopLeft();
virtual void IncLife();
virtual void DecLife();
virtual u32 GetLife();
virtual void Hit(Player *player);
public:
Sprite sptShield;
Sprite sptWeight;
AnimationState eAnimation;
f32 fElapsedDeathTime;
f32 fElapsedInvertTime;
f32 fElapsedGravityTime;
f32 fElapsedWeightTime;
f32 fElapsedShieldTime;
BOOL bReducedGravity;
BOOL bEnableShield;
BOOL bLockControls;
protected:
virtual void ResolveCollision(MapLayerMetadata *pCollision, Player *player);
virtual void ResolveAnimation();
virtual void SetAnimation(AnimationState eAnimation);
virtual void StopAllSounds();
protected:
eTeam nTeam;
u32 iLives;
SoundSource sfxThrust;
SoundSource sfxThrustFail;
SoundSource sfxDeath;
SoundSource sfxHit;
SoundSource sfxSteps;
};
#endif // __PLAYER_H__