/* * Player.h * * Created on: 21.07.2012 * Author: Felix */ #ifndef DG_PLAYER_H_ #define DG_PLAYER_H_ #include "../abstract/Character.h" class World; /** * Player object. */ class Player : public Character { public: /** * Movement directions that can be set via Player::setDirection(). */ enum Direction : unsigned char { RIGHT = 1 << 0, LEFT = 1 << 1, UP = 1 << 2, DOWN = 1 << 3 }; public: explicit Player(World& world, Pathfinder& pathfinder, const sf::Vector2f& position); void setCrosshairPosition(const sf::Vector2f& position); using Character::pullTrigger; using Character::releaseTrigger; void setDirection(Direction direction, bool unset); void setDestination(const sf::Vector2f& destination); using Character::getMagazineAmmo; using Character::getTotalAmmo; using Character::getWeaponName; using Character::reload; using Character::toggleWeapon; using Character::selectFirstWeapon; using Character::selectSecondWeapon; using Character::setLeftGadget; using Character::setRightGadget; using Character::useLeftGadget; using Character::useRightGadget; using Character::getHealth; using Character::getLeftGadgetName; using Character::getRightGadgetName; using Character::pickUpItem; private: void onThink(int elapsed) override; private: sf::Vector2f mCrosshairPosition; //< Relative position of the point to fire at (mouse cursor). unsigned char mDirection; //< Current movement direction for direct control. }; #endif /* DG_PLAYER_H_ */