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Player.cpp
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Player.cpp
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#include "Player.hpp"
#include "Display.hpp"
#include "Logger.hpp"
#include "Projectile.hpp"
#include "EntityChild.hpp"
#include "LivingEntity.hpp"
#include "Game.hpp"
#include "Bonus.hpp"
Player::Player(void)
{
return;
}
Player::Player(Player const &src) {
*this = src;
return;
}
Player::Player(int posX, int posY, char drawingChar, bool ally, int hp, int damage, int attackSpeed, bool mainPlayer) :
LivingEntity(posX, posY, drawingChar, 0, ally, hp, damage), _attackSpeed(attackSpeed), _mainPlayer(mainPlayer),
_bomb(3), _bonusLevel(0)
{
//Display::UpdateLife();
}
Player::~Player(void) {
}
Player &Player::operator=(Player const &rhs) {
if (this != &rhs) {
this->_attackSpeed = rhs._attackSpeed;
this->_mainPlayer = rhs._mainPlayer;
this->_bomb = rhs._bomb;
this->_bonusLevel = rhs._bonusLevel;
this->_hp = rhs._hp;
this->_maxHp = rhs._maxHp;
this->_damage = rhs._damage;
this->_posX = rhs._posX;
this->_posY = rhs._posY;
this->_oldX = rhs._oldX;
this->_oldY = rhs._oldY;
this->_hasPosChanged = rhs._hasPosChanged;
this->_drawingChar = rhs._drawingChar;
this->_speed = rhs._speed;
this->_frameCount = rhs._frameCount;
this->_isCollide = rhs._isCollide;
this->_ally = rhs._ally;
for (int i = 0; i < NB_CHILD; i++) {
this->entitiesChild[i] = rhs.entitiesChild[i];
}
this->_nbChild = rhs._nbChild;
}
return *this;
}
void Player::TakeDamage(int damage)
{
LivingEntity::TakeDamage(damage);
Display::UpdateLife();
}
void Player::Shoot()
{
if (this->_frameCount % _attackSpeed == 0)
{
Projectile *proj = new Projectile(this->_posX + 15, this->_posY + 2, '-', 2, true, true, this->_damage, 0);
Game::Instance->AddEntity(proj);
proj = new Projectile(this->_posX + 15, this->_posY + 3, '-', 2, true, true, this->_damage, 0);
Game::Instance->AddEntity(proj);
if (this->_bonusLevel > 0)
{
proj = new Projectile(this->_posX + 15, this->_posY + 2, '\\', 5, true, true, this->_damage, 1);
Game::Instance->AddEntity(proj);
proj = new Projectile(this->_posX + 15, this->_posY + 3, '/', 5, true, true, this->_damage, -1);
Game::Instance->AddEntity(proj);
}
if (this->_bonusLevel > 1)
{
proj = new Projectile(this->_posX + 17, this->_posY + 2, '\\', 5, true, true, this->_damage, 1);
Game::Instance->AddEntity(proj);
proj = new Projectile(this->_posX + 17, this->_posY + 3, '/', 5, true, true, this->_damage, -1);
Game::Instance->AddEntity(proj);
}
for (int i = 2; i < this->_bonusLevel; ++i)
{
proj = new Projectile(this->_posX + 15, this->_posY + 2, '-', 2, true, true, this->_damage, 2);
Game::Instance->AddEntity(proj);
}
}
}
void Player::Colision(Entity *entity)
{
Projectile* proj = dynamic_cast<Projectile*>(entity);
if (proj)
{
if (proj->GetAlly())
return;
int vDamage = proj->GetDamage();
Display::Erase(proj->GetPosX(), proj->GetPosY());
Game::Instance->RemoveEntity(proj);
this->TakeDamage(vDamage);
return;
}
Enemy* enemy = dynamic_cast<Enemy*>(entity);
if (enemy)
{
int vDamage = enemy->GetDamage() * 10;
Display::Erase(enemy->GetPosX(), enemy->GetPosY());
Game::Instance->RemoveEntity(enemy);
this->TakeDamage(vDamage);
return;
}
EntityChild* child = dynamic_cast<EntityChild*>(entity);
if (child)
{
if (child->GetAlly() == this->_ally)
return;
LivingEntity* parent = dynamic_cast<LivingEntity*>(child->GetParent());
int vDamage = parent->GetDamage() * 10;
Display::Erase(parent->GetPosX(), parent->GetPosY());
Game::Instance->RemoveEntity(parent);
this->TakeDamage(vDamage);
return;
}
Bonus* bonus = dynamic_cast<Bonus*>(entity);
if (bonus)
{
this->GetBonus();
Game::Instance->RemoveEntity(bonus);
}
}
bool Player::IsChildOut()
{
for (int i = 0; i < NB_CHILD; ++i) {
EntityChild* child2 = dynamic_cast<EntityChild*>(entitiesChild[i]);
if (child2) {
if (!child2->UpdatePos(this->_posX, this->_posY))
return true;
}
}
return false;
}
void Player::Update()
{
this->Shoot();
this->_frameCount++;
this->_oldX = this->_posX;
this->_oldY = this->_posY;
if (_mainPlayer)
{
if (Game::Instance->IsKeyPressed('d')) {
this->_posX++;
this->_hasPosChanged = true;
}
else if (Game::Instance->IsKeyPressed('a')) {
this->_posX--;
this->_hasPosChanged = true;
}
else if (Game::Instance->IsKeyPressed('w')) {
this->_posY--;
this->_hasPosChanged = true;
}
else if (Game::Instance->IsKeyPressed('s')) {
this->_posY++;
this->_hasPosChanged = true;
}
else if (Game::Instance->IsKeyPressed(32) && this->_bomb > 0)
{
this->_bomb--;
Display::UpdateBomb();
Game::Instance->RemoveAllEntities();
}
}
if (Display::IsInMap(this->_posX, this->_posY) && !this->IsChildOut())
{
Display::Erase(this->_oldX, this->_oldY);
Display::PutChar(_drawingChar, this->_posX, this->_posY);
}
else
{
this->_posX = this->_oldX;
this->_posY = this->_oldY;
for (int i = 0; i < NB_CHILD; ++i) {
EntityChild* child2 = dynamic_cast<EntityChild*>(entitiesChild[i]);
if (child2) {
child2->UpdatePos(this->_posX, this->_posY);
}
}
}
if (this->_hasPosChanged)
this->_hasPosChanged = false;
}
void Player::GetBonus()
{
this->_bonusLevel++;
}
std::string Player::GetStatus() const
{
std::string result;
result += std::to_string(this->_hp);
result += "/";
result += std::to_string(this->_maxHp);
return result;
}
int Player::GetBomb()
{
return this->_bomb;
}
void Player::Heal(int amount)
{
LivingEntity::Heal(amount);
Display::UpdateLife();
}