Urho3D/Source/Samples/49_Urho2DIsometricDemo/Character2D.h
2021-07-17 16:43:46 +00:00

71 lines
2.4 KiB
C++

//
// Copyright (c) 2008-2021 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include <Urho3D/Scene/LogicComponent.h>
// All Urho3D classes reside in namespace Urho3D
using namespace Urho3D;
const float MOVE_SPEED_X = 4.0f;
const int LIFES = 3;
/// Character2D component controling Imp behavior.
class Character2D : public LogicComponent
{
URHO3D_OBJECT(Character2D, LogicComponent);
public:
/// Construct.
explicit Character2D(Context* context);
/// Register object factory and attributes.
static void RegisterObject(Context* context);
/// Handle update. Called by LogicComponent base class.
void Update(float timeStep) override;
/// Handle player state/behavior when wounded.
void HandleWoundedState(float timeStep);
/// Handle death of the player.
void HandleDeath();
/// Flag when player is wounded.
bool wounded_;
/// Flag when player is dead.
bool killed_;
/// Timer for particle emitter duration.
float timer_;
/// Number of coins in the current level.
int maxCoins_;
/// Counter for remaining coins to pick.
int remainingCoins_;
/// Counter for remaining lifes.
int remainingLifes_;
/// Scaling factor based on tiles' aspect ratio (definitively set at tile map creation).
float moveSpeedScale_;
/// Camera's zoom (used to scale movement speed based on camera zoom).
float zoom_;
};