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- //
- // 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 <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_;
- };
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