////////////////////////////////////////////////// //Created by Erik and Linda of the GameLogic team ////////////////////////////////////////////////// #ifndef PLAYER_H #define PLAYER_H #include "GameLogicStates.h" #include "GameLogicDef.h" #include "OysterMath.h" #include "Object.h" namespace GameLogic { class DANBIAS_GAMELOGIC_DLL Player : public Object { public: Player(void); ~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 &fireInput); /******************************************************** * 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); bool IsWalking(); bool IsJumping(); bool IsIdle(); Oyster::Math::Float3 GetPos(); Oyster::Math::Float3 GetLookDir(); int GetTeamID(); void DamageLife(int damage); private: void Jump(); private: struct PrivateData; PrivateData *myData; }; } #endif