Danbias/Code/Game/GameLogic/Player.h

77 lines
1.9 KiB
C++

//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef PLAYER_H
#define PLAYER_H
#include "GameLogicStates.h"
#include "OysterMath.h"
#include "Object.h"
#include "OysterMath.h"
#include "CollisionManager.h"
namespace GameLogic
{
class Weapon;
class 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 &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);
bool IsWalking();
bool IsJumping();
bool IsIdle();
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);
//Do frame calculations
void BeginFrame();
void EndFrame();
private:
void Jump();
private:
int life;
int teamID;
Weapon *weapon;
PLAYER_STATE playerState;
Oyster::Math::Float4 lookDir;
};
}
#endif