#pragma once #include "olcUTIL_Animate2D.h" #include "Animation.h" #include "Monster.h" #include "State.h" #include "Ability.h" #include "Class.h" #include "Buff.h" #include "Pathfinding.h" struct Player{ friend class Crawler; friend class Warrior; friend class Thief; friend class Ranger; friend class Bard; friend class Wizard; friend class Witch; private: Class cl=WARRIOR; int hp=100,maxhp=hp; int mana=100,maxmana=mana; int atk=10; vf2d pos; vf2d vel={0,0}; float friction=400; float z=0; float moveSpd=1.0f; float size=1.0f; float attack_range=1.5f; Ability rightClickAbility,ability1,ability2,ability3; const float ATTACK_COOLDOWN=0.35f; const float MAGIC_ATTACK_COOLDOWN=0.85f; float attack_cooldown_timer=0; float spin_attack_timer=0; float spin_spd=0; float spin_angle=0; float lastAnimationFlip=0; float swordSwingTimer=0; float iframe_time=0; float manaTickTimer=0; float teleportAnimationTimer=0; vf2d teleportTarget={}; vf2d teleportStartPosition={}; std::pair notEnoughManaDisplay={"",0}; std::pair notificationDisplay={"",0}; float teleportAttemptWaitTime=0; //If a teleport fails, we wait awhile before trying again, it's expensive. State state=State::NORMAL; Animate2D::Animationanimation; Animate2D::AnimationState internal_animState; Key lastReleasedMovementKey; Key facingDirection; bool upperLevel=false; void AddAnimation(AnimationState state); void Update(float fElapsedTime); void SetSwordSwingTimer(float val); void SetState(State newState); void SetFacingDirection(Key direction); void SetLastReleasedMovementKey(Key k); void Spin(float duration,float spinSpd); //Returns true if the move was valid and successful. bool SetX(float x); //Returns true if the move was valid and successful. bool SetY(float y); void SetZ(float z); //Returns true if the move was valid and successful. bool SetPos(vf2d pos); void SetClass(Class cl); std::vectorbuffList; Pathfinding path; protected: public: Player(); const static float GROUND_SLAM_SPIN_TIME; vf2d&GetPos(); float GetX(); float GetY(); float GetZ(); int GetHealth(); int GetMaxHealth(); int GetMana(); int GetMaxMana(); int GetAttack(); float GetMoveSpdMult(); float GetSizeMult(); float GetAttackRangeMult(); float GetSpinAngle(); State GetState(); Key GetFacingDirection(); vf2d GetVelocity(); bool HasIframes(); void UpdateWalkingAnimation(Key direction); void UpdateIdleAnimation(Key direction); //The range is the search range in tiles. bool CanPathfindTo(vf2d pos,vf2d targetPos,float range=8); void AddBuff(BuffType type,float duration,float intensity); std::vectorGetBuffs(BuffType buff); bool Hurt(int damage); void UpdateAnimation(AnimationState animState); Animate2D::Frame GetFrame(); Key GetLastReleasedMovementKey(); float GetSwordSwingTimer(); float GetAbility2Cooldown(); float GetRightClickCooldown(); //Triggers when the player has moved. void Moved(); };