#ifndef GAMELOGICSTATES_H #define GAMELOGICSTATES_H #include "GameLogicDef.h" namespace GameLogic { enum PLAYER_MOVEMENT { PLAYER_MOVEMENT_FORWARD = 0, PLAYER_MOVEMENT_BACKWARD = 1, PLAYER_MOVEMENT_LEFT = 2, PLAYER_MOVEMENT_RIGHT = 4, PLAYER_MOVEMENT_JUMP = 8, }; class DANBIAS_GAMELOGIC_DLL PLAYER_STATE { public: PLAYER_STATE() { } PLAYER_STATE(int value) { this->value = value; } static const int PLAYER_STATE_JUMPING = 0; static const int PLAYER_STATE_WALKING = 1; static const int PLAYER_STATE_IDLE = 2; int value; }; /* class DANBIAS_GAMELOGIC_DLL PLAYER_MOVEMENT { public: PLAYER_MOVEMENT() { } PLAYER_MOVEMENT(int value) { this->value = value; } static const int PLAYER_MOVEMENT_FORWARD = 0; static const int PLAYER_MOVEMENT_BACKWARD = 1; static const int PLAYER_MOVEMENT_LEFT = 2; static const int PLAYER_MOVEMENT_RIGHT = 4; static const int PLAYER_MOVEMENT_JUMP = 8; int value; }; */ class DANBIAS_GAMELOGIC_DLL OBJECT_TYPE { public: OBJECT_TYPE() { } OBJECT_TYPE(int value) { this->value = value; } static const int OBJECT_TYPE_PLAYER = 0; static const int OBJECT_TYPE_BOX = 1; static const int OBJECT_TYPE_UNKNOWN = 2; public: int value; }; enum WEAPON_FIRE { WEAPON_USE_PRIMARY_PRESS = 0, WEAPON_USE_PRIMARY_RELEASE = 1, WEAPON_USE_SECONDARY_PRESS = 2, WEAPON_USE_SECONDARY_RELEASE = 4, WEAPON_USE_UTILLITY_PRESS = 8, WEAPON_USE_UTILLITY_RELEASE = 16, }; enum WEAPON_STATE { WEAPON_STATE_FIREING = 0, WEAPON_STATE_IDLE = 1, WEAPON_STATE_RELOADING = 2, }; }; #endif