#pragma once #include "olcUTIL_Animate2D.h" #include "Animation.h" #include "Monster.h" #include "State.h" struct Player{ private: int hp=100,maxhp=hp; int atk=10; vf2d pos; float z=0; float moveSpd=1.0f; float size=1.0f; float attack_range=1.5f; const float ATTACK_COOLDOWN=0.75f; float attack_cooldown_timer=0; float spin_attack_timer=0; float spin_spd=0; float spin_angle=0; float lastAnimationFlip=0; State state; Animate2D::Animationanimation; Animate2D::AnimationState internal_animState; Key lastReleasedMovementKey; public: Player(); Player(vf2d pos); const static float GROUND_SLAM_SPIN_TIME; void SetX(float x); void SetY(float y); void SetZ(float z); void SetPos(vf2d pos); vf2d&GetPos(); float GetX(); float GetY(); float GetZ(); int GetHealth(); int GetMaxHealth(); int GetAttack(); float GetMoveSpdMult(); float GetSizeMult(); float GetAttackRangeMult(); float GetSpinAngle(); State GetState(); void Hurt(int damage); void Spin(float duration,float spinSpd); void Update(float fElapsedTime); void AddAnimation(AnimationState state); void UpdateAnimation(AnimationState animState); Animate2D::Frame GetFrame(); void SetLastReleasedMovementKey(Key k); Key GetLastReleasedMovementKey(); //Triggers when the player has moved. void Moved(); };