#include "texture.h"
#include "collision.h"
#include "sound.h"
+#include "moving_object.h"
+#include "drawable.h"
#include "physic.h"
/* Times: */
extern PlayerSprite smalltux;
extern PlayerSprite largetux;
extern PlayerSprite firetux;
+extern PlayerSprite icetux;
-class Player : public GameObject
+class Player : public MovingObject, public Drawable
{
public:
enum HurtMode { KILL, SHRINK };
+ enum Power { NONE_POWER, FIRE_POWER, ICE_POWER };
player_input_type input;
- bool got_coffee;
+ int got_power;
int size;
bool duck;
bool holding_something;
Physic physic;
public:
- void init();
+ Player(DisplayManager& display_manager);
+ virtual ~Player();
+
int key_event(SDLKey key, int state);
void level_begin();
- void action(double frame_ratio);
void handle_input();
void grabdistros();
- void draw();
+
+ virtual void action(float elapsed_time);
+ virtual void draw(ViewPort& viewport, int layer);
+ virtual void collision(const MovingObject& other_object,
+ int collision_type);
+ virtual std::string type() const
+ { return "Player"; }
+
void collision(void* p_c_object, int c_object);
void kill(HurtMode mode);
void is_dying();
bool is_dead();
void player_remove_powerups();
- void check_bounds(bool back_scrolling, bool hor_autoscroll);
+ void check_bounds(ViewPort& viewport, bool back_scrolling, bool hor_autoscroll);
bool on_ground();
bool under_solid();
void grow();
- std::string type() { return "Player";};
-
private:
+ void init();
+
void handle_horizontal_input();
void handle_vertical_input();
void remove_powerups();