[4780] | 1 | /*! |
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[4885] | 2 | * @file player.h |
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| 3 | * Implements a basic controllable WorldEntity |
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[4818] | 4 | */ |
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[3471] | 5 | |
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| 6 | #ifndef _PLAYER_H |
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| 7 | #define _PLAYER_H |
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| 8 | |
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| 9 | #include "world_entity.h" |
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[4382] | 10 | #include "physics_interface.h" |
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[4404] | 11 | #include "event_listener.h" |
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[3471] | 12 | |
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[3583] | 13 | template<class T> class tList; |
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| 14 | class Weapon; |
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[3873] | 15 | class WeaponManager; |
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[3608] | 16 | class Vector; |
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[4404] | 17 | class Event; |
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[3471] | 18 | |
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| 19 | //! Basic controllable WorldEntity |
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[4885] | 20 | /** |
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| 21 | * this is the debug player - actualy we would have to make a new |
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| 22 | class derivated from Player for each player. for now, we just use |
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| 23 | the player.cc for debug also |
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| 24 | */ |
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[4404] | 25 | class Player : public WorldEntity, public PhysicsInterface, public EventListener |
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[3471] | 26 | { |
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| 27 | friend class World; |
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[4780] | 28 | |
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[4818] | 29 | public: |
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| 30 | Player(); |
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[4975] | 31 | Player(const char* fileName); |
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[4818] | 32 | Player(const TiXmlElement* root); |
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| 33 | virtual ~Player(); |
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[3583] | 34 | |
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[4818] | 35 | void init(); |
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| 36 | void loadParams(const TiXmlElement* root); |
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[4780] | 37 | |
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[4818] | 38 | void addWeapon(Weapon* weapon); |
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| 39 | void removeWeapon(Weapon* weapon); |
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[4780] | 40 | |
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[4818] | 41 | virtual void postSpawn(); |
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| 42 | virtual void leftWorld(); |
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| 43 | virtual void hit(WorldEntity* weapon, Vector* loc); |
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| 44 | virtual void collide(WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags); |
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[3583] | 45 | |
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[4818] | 46 | virtual void tick(float time); |
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| 47 | virtual void draw(); |
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[3583] | 48 | |
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[4818] | 49 | virtual void process(const Event &event); |
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[4780] | 50 | |
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[3471] | 51 | |
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[4818] | 52 | private: |
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| 53 | void move(float time); |
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[4885] | 54 | void weaponAction(); |
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[3755] | 55 | |
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[3583] | 56 | |
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[4818] | 57 | private: |
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[4885] | 58 | bool bUp; //!< up button pressed. |
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| 59 | bool bDown; //!< down button pressed. |
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| 60 | bool bLeft; //!< left button pressed. |
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| 61 | bool bRight; //!< right button pressed. |
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| 62 | bool bAscend; //!< ascend button pressed. |
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| 63 | bool bDescend; //!< descend button presses. |
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| 64 | bool bFire; //!< fire button pressed. |
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[4780] | 65 | |
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[4885] | 66 | WeaponManager* weaponMan; //!< the weapon manager: managing a list of weapon to wepaon-slot mapping |
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[4780] | 67 | |
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[5212] | 68 | Vector velocity; //!< the velocity of the player. |
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[4885] | 69 | float travelSpeed; //!< the current speed of the player (to make soft movement) |
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| 70 | float acceleration; //!< the acceleration of the player. |
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[3471] | 71 | }; |
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| 72 | |
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| 73 | #endif /* _PLAYER_H */ |
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