73 lines
2.6 KiB
C++
73 lines
2.6 KiB
C++
//
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// Copyright (c) 2008-2020 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#pragma once
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#include <Urho3D/Scene/LogicComponent.h>
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// All Urho3D classes reside in namespace Urho3D
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using namespace Urho3D;
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const float MOVE_SPEED = 23.0f;
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const int LIFES = 3;
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/// Character2D component controling Imp behavior.
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class Character2D : public LogicComponent
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{
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URHO3D_OBJECT(Character2D, LogicComponent);
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public:
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/// Construct.
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explicit Character2D(Context* context);
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/// Register object factory and attributes.
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static void RegisterObject(Context* context);
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/// Handle update. Called by LogicComponent base class.
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void Update(float timeStep) override;
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/// Handle player state/behavior when wounded.
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void HandleWoundedState(float timeStep);
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/// Handle death of the player.
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void HandleDeath();
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/// Flag when player is wounded.
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bool wounded_;
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/// Flag when player is dead.
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bool killed_;
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/// Timer for particle emitter duration.
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float timer_;
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/// Number of coins in the current level.
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int maxCoins_;
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/// Counter for remaining coins to pick.
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int remainingCoins_;
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/// Counter for remaining lifes.
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int remainingLifes_;
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/// Indicate when the player is climbing a ladder or a rope.
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bool isClimbing_;
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/// Used only for ropes, as they are split into 2 shapes.
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bool climb2_;
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/// Indicate when the player is above a climbable object, so we can still jump anyway.
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bool aboveClimbable_;
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/// Indicate when the player is climbing a slope, so we can apply force to its body.
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bool onSlope_;
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};
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