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#pragma once

#include "GameObject.hpp"
#include "Material.hpp"
#include "RcPtr.hpp"
#include "Sprite.hpp"

#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>

#include <span>
#include <vector>

struct PlayerKeyBinds {
	int keyLeft = GLFW_KEY_A;
	int keyRight = GLFW_KEY_D;
	int keyJump = GLFW_KEY_SPACE;
	int keyAttack = GLFW_KEY_J;

	bool pressedLeft = 0;
	bool pressedRight = 0;
	bool pressedJump = 0;
	bool pressedAttack = 0;

	std::span<int> GetKeyArray();
	std::span<bool> GetKeyStatusArray();
};

class Player : public GameObject {
public:
	std::vector<GLFWkeyboard*> boundKeyboards;
	PlayerKeyBinds keybinds;
	Sprite sprite;
	RenderObject renderObject;
	int mId;

public:
	Player(GameWorld* world, int id);

	virtual void Awaken() override;
	virtual void Resleep() override;
	virtual void Update() override;

	Material* GetMaterial() const;
	void SetMaterial(Material* material);
	virtual std::span<const RenderObject> GetRenderObjects() const override;

	int GetId() const { return mId; }

	void HandleKeyInput(int key, int action);

	// File is designated by player ID
	bool LoadFromFile();
	bool SaveToFile();
};