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/*
** ClanLib SDK
** Copyright (c) 1997-2005 The ClanLib Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
** Note: Some of the libraries ClanLib may link to may have additional
** requirements or restrictions.
**
** File Author(s):
**
** Magnus Norddahl
** (if your name is missing here, please add it)
*/
#ifndef header_gameobject_pacman
#define header_gameobject_pacman
#if _MSC_VER > 1000
#pragma once
#endif
#include "gameobject_moving.h"
class GameObject_Pacman : public GameObject_Moving
{
//!Construction:
public:
//: Construct a pacman at position (x,y).
GameObject_Pacman(int x, int y, World *world);
//!Attributes:
public:
//: Returns true if pacman got the powerup.
bool get_got_powerup() { return got_powerup; }
//!Operations:
public:
//: Draw pacman onto graphic context.
virtual void show(int view_x, int view_y, CL_GraphicContext *gc = 0);
//: Move pacman.
virtual bool turn(float time_elapsed);
//: Kill the pacman.
void you_are_dead() { i_am_dead = true; }
//: Check if pacman is at specified location.
virtual bool hit_check(float x, float y);
//!Implementation:
private:
//: Called when pacman reaches its destination.
virtual bool event_reached_dest();
void on_key_down(const CL_InputEvent &key);
int anim_pos, anim_dir;
int move_dir;
int wanted_dir;
bool i_am_dead;
bool got_powerup;
int powerup_starttime;
//: Pacman images.
CL_Sprite spr_pacman;
//: Sound effect played when pacman is created.
CL_SoundBuffer sfx_start;
//: Sound effect of pacman eating an egg.
CL_SoundBuffer sfx_namnam;
//: Sound effect of pacman eating a powerup.
CL_SoundBuffer sfx_powerup;
//: Sound effect of pacman dieing.
CL_SoundBuffer sfx_dead;
CL_SlotContainer slots;
};
#endif
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