[Add] Adding some more method declarations to Actor.*

This commit is contained in:
Rtch90 2012-04-12 19:14:47 +01:00
parent de6bd2d395
commit 1997e82ee1
3 changed files with 32 additions and 18 deletions

View File

@ -7,3 +7,15 @@ Actor::Actor(void) : VELOCITY(10.0f) {
Actor::~Actor(void) { Actor::~Actor(void) {
} }
void Actor::LoadSprite(const char* filename, float w, float h) {
}
void Actor::Update(void) {
}
void Actor::Render(void) {
_actor->Draw();
}

View File

@ -1,4 +1,5 @@
#pragma once #pragma once
#include "../Sprite/Sprite.h"
class Actor { class Actor {
public: public:
@ -18,6 +19,10 @@ public:
Actor(void); Actor(void);
~Actor(void); ~Actor(void);
void LoadSprite(const char* filename, float w, float h);
void Update(void);
void Render(void);
float GetX(void) { return x; } float GetX(void) { return x; }
float GetY(void) { return y; } float GetY(void) { return y; }
float GetWidth(void) { return w; } float GetWidth(void) { return w; }
@ -25,10 +30,24 @@ public:
void SetXY(float xArg, float yArg) { x = xArg; y = yArg; } void SetXY(float xArg, float yArg) { x = xArg; y = yArg; }
private: int GetDirection(void) { return _direction; }
void SetDirection(int direction) { _direction = direction; }
protected:
const float VELOCITY; const float VELOCITY;
int _direction;
static const int ANIM_LEFT_FOOT = 0;
static const int ANIM_NO_FOOT = 1;
static const int ANIM_RIGHT_FOOT = 2;
static const int ANIM_ATTACK = 3;
private:
float x; float x;
float y; float y;
float w; float w;
float h; float h;
Sprite* _actor;
}; };

View File

@ -10,21 +10,6 @@ class SoundEffect;
// We will derive from an Actor class at some point. // We will derive from an Actor class at some point.
class Player { class Player {
public: public:
// Facing enum controls which spritr to render.
enum Facing {
LEFT,
RIGHT,
NONE
};
// Control the current state the character is in.
enum Status {
STANDING = 0,
WALKING,
HURT,
DEAD,
};
Player(void); Player(void);
~Player(void); ~Player(void);
@ -47,8 +32,6 @@ private:
Sprite* _player; Sprite* _player;
float _rotationAngle; float _rotationAngle;
Facing _preventMovement;
SoundEffect* _stepSFX[4]; SoundEffect* _stepSFX[4];
int _lastStepSFXPlayed; int _lastStepSFXPlayed;
}; };