// // Copyright (c) 2008-2020 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 // All Urho3D classes reside in namespace Urho3D using namespace Urho3D; const float MOVE_SPEED = 23.0f; 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_; /// Indicate when the player is climbing a ladder or a rope. bool isClimbing_; /// Used only for ropes, as they are split into 2 shapes. bool climb2_; /// Indicate when the player is above a climbable object, so we can still jump anyway. bool aboveClimbable_; /// Indicate when the player is climbing a slope, so we can apply force to its body. bool onSlope_; };