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ball.hpp

/*
 * Copyright (c) 2007, Olof Naessen and Per Larsson
 *
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification, 
 * are permitted provided that the following conditions are met:
 *
 *    * Redistributions of source code must retain the above copyright notice, 
 *      this list of conditions and the following disclaimer.
 *    * Redistributions in binary form must reproduce the above copyright notice, 
 *      this list of conditions and the following disclaimer in the documentation 
 *      and/or other materials provided with the distribution.
 *    * Neither the name of the Darkbits nor the names of its contributors may be 
 *      used to endorse or promote products derived from this software without 
 *      specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

#ifndef BALLZ_BALL_HPP
#define BALLZ_BALL_HPP

#include <allegro.h>

#include "tilemap.hpp"

00038 class Ball {
public:
      Ball(int x, int y);

      void logic(TileMap *tileMap);

      void draw(BITMAP *dest, int scroll);

      int getCenterX();

      int getCenterY();

      bool isMetal();

      void kill();

      void setPosition(int x, int y);

      int getMetalBarPosition();

      enum State {
            AIR_DOWN,
            AIR_UP,
            ROLL,
            DEAD
      };

      State getState();

      void freeze(int time);

    void setImortal(bool imortal) { mImortal = imortal; }

private:

      void logicWater(TileMap *tileMap, bool keyUp);
      
      void drawBall(BITMAP *dest, int x, int y, int scroll);

      int x, y;
      int dx, dy;
      bool lastKeyUp;
      bool lastKeyCtrl;
      bool upHeldDuringJump;
      bool bouncing;
      int bounceY;
      int metalBallCounter;
      int speedCooldown;
    int blinkCounter;
      int freezeTime;
    bool mImortal;

      State state;

      void setState(State newState);

      BITMAP *sprite;
    BITMAP *spriteBlink;
    BITMAP *spriteIron;
    BITMAP *spriteBlinkIron;
    BITMAP *spriteCoolDown;
    BITMAP *spriteBlinkCoolDown;

      SAMPLE *bounceSample;
      SAMPLE *rushSample;
      SAMPLE *jumpSample;
};

#endif

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