www.pudn.com > notWow.rar > HeroCtrl.h
#pragma once
#include "Input.h"
#include "Char.h"
class Hero : public ICharBase
{
public:
static int s_ShuffleDgreeFixed;
static int s_TimeFixed;
TextureID m_TexturesID[6];
char m_Geosets[16];
list- m_Items;
float m_fWalkSpeed;
float m_fRunSpeed;
int m_MaxHP;
int m_HP;
int m_Defence;
int m_Offence;
int m_SDefence;
int m_SOffence;
CHARSTATE m_State;
bool m_bBattle;
ACTION m_Act;
int m_Anim;
int m_Time;
bool m_bRun;
// ...
public:
Hero() : m_Act(ACT_STAND),m_Time(0),m_MaxHP(100),m_HP(100),
m_fWalkSpeed(2.5),m_fRunSpeed(5.0),m_Anim(0),
m_State(CS_IDLE),m_bRun(false)
{
memset(m_Geosets,0,sizeof(m_Geosets));
memset(m_TexturesID,-1,sizeof(m_TexturesID));
}
~Hero()
{
m_Items.clear();
}
void Render(D3DXMATRIX* pViewProj);
void Update(float fTime);
D3DXMATRIX GetMatrix();
public:
void MoveForward(float fTime,ACTION Act = ACT_RUN);
void MoveBackward(float fTime,ACTION Act = ACT_WALKBACKWARD);
void ShuffleLeft(float fTime);
void ShuffleRight(float fTime);
void TurnLeft(float fTime);
void TurnRight(float fTime);
void Stand(float fTime);
};
class HeroController
{
Hero m_Hero;
public:
void Init(char* pFile,int Size);
void Free();
void Update(float fTime);
void Render();
inline Hero* GetHero() { return &m_Hero; }
};