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Actor.h
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Actor.h
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#ifndef ACTOR_H_
#define ACTOR_H_
#include "GraphObject.h"
class StudentWorld;
class Actor : public GraphObject
{
public:
Actor(int imageID, int x, int y, StudentWorld* world, int dir, int depth, double size);
~Actor() {}
virtual void doSomething() {};
virtual void bonk() {};
void damage();
virtual bool blocksMovement() const;
virtual bool canBeDamaged() const;
StudentWorld* getWorld();
void setDead();
void setHealth(int hp);
bool isAlive() const;
int returnHealth() const;
private:
bool m_alive;
int m_health;
StudentWorld* m_world;
};
// Separate Actor classes into categories except Peach
class Obstacle : public Actor
{
public:
Obstacle(int imageID, int x, int y, StudentWorld* world);
~Obstacle() {}
virtual bool blocksMovement() const { return true; }
};
class Goal : public Actor // includes Flag and Mario
{
public:
Goal(int imageID, int x, int y, StudentWorld* world, bool end);
~Goal() {}
virtual void doSomething();
private:
bool m_end;
};
class Goodie : public Actor
{
public:
Goodie(int imageID, int x, int y, StudentWorld* world);
~Goodie() {}
virtual void doSomething();
};
class Projectile : public Actor
{
public:
Projectile(int imageID, int x, int y, StudentWorld* world, int dir);
~Projectile() {}
virtual void doSomething();
};
class Enemy : public Actor
{
public:
Enemy(int imageID, int x, int y, StudentWorld* world);
~Enemy() {}
virtual void doSomething();
virtual void bonk();
virtual bool canBeDamaged() const { return true; }
};
// Actor classes
class Peach : public Actor
{
public:
Peach(int x, int y, StudentWorld* world);
~Peach() {}
virtual void doSomething();
virtual bool canBeDamaged() const { return true; }
virtual void bonk();
void setInvincibility(int ticks);
void setTempInvincibility(int ticks);
void setHP(int hp) {}
void giveShootPower() { m_shootP = true; }
void giveJumpPower();
void losePower();
void shoot();
bool isJumping();
bool isInvincible() const { return m_invincible; }
bool isTempInvincible() const { return m_tempInvincible; }
bool hasShootPower() const { return m_shootP; }
bool hasJumpPower() const { return m_jumpP; }
private:
int m_invincibleCount;
int m_rechargeTime;
int m_jumpDistance;
int m_starPowerTime;
bool m_invincible;
bool m_tempInvincible;
bool m_shootP;
bool m_jumpP;
bool m_canShoot;
};
class Block : public Obstacle
{
public:
Block(int x, int y, StudentWorld* world);
Block(int x, int y, StudentWorld* world, int goodieNo);
~Block() {}
virtual void bonk();
private:
int m_goodieNo;
bool m_goodieBlock;
};
class Pipe : public Obstacle
{
public:
Pipe(int x, int y, StudentWorld* world);
~Pipe() {}
};
class Flower : public Goodie
{
public:
Flower(int x, int y, StudentWorld* world);
~Flower() {}
virtual void doSomething();
};
class Mushroom : public Goodie
{
public:
Mushroom(int x, int y, StudentWorld* world);
~Mushroom() {}
virtual void doSomething();
};
class Star : public Goodie
{
public:
Star(int x, int y, StudentWorld* world);
~Star() {}
virtual void doSomething();
};
class PiranhaFireball : public Projectile
{
public:
PiranhaFireball(int x, int y, StudentWorld* world, int dir);
~PiranhaFireball() {}
virtual void doSomething();
};
class PeachFireball : public Projectile
{
public:
PeachFireball(int x, int y, StudentWorld* world, int dir);
~PeachFireball() {}
virtual void doSomething();
};
class Shell : public Projectile
{
public:
Shell(int x, int y, StudentWorld* world, int dir);
~Shell() {}
virtual void doSomething();
private:
bool m_wait;
};
class Goomba : public Enemy
{
public:
Goomba(int x, int y, StudentWorld* world);
~Goomba() {}
};
class Koopa : public Enemy
{
public:
Koopa(int x, int y, StudentWorld* world);
~Koopa() {}
virtual void bonk();
};
class Piranha : public Enemy
{
public:
Piranha(int x, int y, StudentWorld* world);
~Piranha() {}
virtual void doSomething();
private:
int m_fireDelay;
};
#endif // ACTOR_H_