////////////////////////////////////////////////// //Created by Erik and Linda of the GameLogic team ////////////////////////////////////////////////// #ifndef PLAYER_H #define PLAYER_H #include "GameLogicStates.h" #include "OysterMath.h" #include "DynamicObject.h" const float MAX_HP = 100.0f; const float BASIC_SPEED = 30.0f; namespace GameLogic { class Weapon; class Player : public DynamicObject { public: struct PlayerStats { Oyster::Math::Float hp; Oyster::Math::Float movementSpeed; //Oyster::Math::Float resistance; }; struct PlayerScore { int killScore; int deathScore; // int assistScore; // int suicideScore; }; Player(void); Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID); Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID); ~Player(void); /******************************************************** * Moves the player based on input * @param movement: enum value on what kind of action is to be taken ********************************************************/ void Move(const PLAYER_MOVEMENT &movement); void MoveForward(); void MoveBackwards(); void MoveRight(); void MoveLeft(); /******************************************************** * Uses the weapon based on input * @param fireInput: enum value on what kind of action is to be taken ********************************************************/ void UseWeapon(const WEAPON_FIRE &usage); /******************************************************** * Respawns the player, this resets several stats and settings on the player * @param spawnPoint: the coordinate in the world where the player is to spawn ********************************************************/ void Respawn(Oyster::Math::Float3 spawnPoint); void SetLookDir(const Oyster::Math3D::Float3& lookDir); void TurnLeft(Oyster::Math3D::Float deltaRadians); /******************************************************** * Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody * Will be called when the physics detect a collision * @param rigidBodyPlayer: physics object of the player * @param obj: physics object for the object that collided with the player ********************************************************/ static void PlayerCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss); bool IsWalking(); bool IsJumping(); bool IsIdle(); void Inactivate(); Oyster::Math::Float3 GetPosition() const; Oyster::Math::Float3 GetLookDir() const; Oyster::Math::Float4x4 GetOrientation() const; int GetTeamID() const; PLAYER_STATE GetState() const; void DamageLife(int damage); void setDeathTimer(float deathTimer); bool deathTimerTick(float dt); void BeginFrame(); void EndFrame(); static Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss); private: void Jump(); void initPlayerData(); private: int teamID; Weapon *weapon; PLAYER_STATE playerState; Oyster::Math::Float3 lookDir; float key_forward; float key_backward; float key_strafeRight; float key_strafeLeft; float key_jump; Oyster::Math::Float rotationUp; float deathTimer; bool hasTakenDamage; float invincibleCooldown; PlayerStats playerStats; PlayerScore playerScore; }; } #endif