src/Player.hh
branchnew_graphics
changeset 411 106aaf6eadfe
parent 393 5dd4d782cf3a
child 412 721c60072091
equal deleted inserted replaced
410:41fd46cffc52 411:106aaf6eadfe
     9 #include "Projectile.hh"
     9 #include "Projectile.hh"
    10 #include "GameState.hh"
    10 #include "GameState.hh"
    11 #include "PhysicsObject.hh"
    11 #include "PhysicsObject.hh"
    12 #include "Input.hh"
    12 #include "Input.hh"
    13 #include "Rope.hh"
    13 #include "Rope.hh"
    14 #include "GraphicsPointer.hh"
       
    15 #include "Types.hh"
    14 #include "Types.hh"
       
    15 #include "Graphics/Drawable.hh"
       
    16 
    16 #include <vector>
    17 #include <vector>
    17 
    18 
    18 /**
    19 /**
    19  * A Player is a PhysicsObject that represents a player - a remote client on the server, a local singleplayer player, a
    20  * A Player is a PhysicsObject that represents a player - a remote client on the server, a local singleplayer player, a
    20  * local network-client player, a remote network-client player, etc.
    21  * local network-client player, a remote network-client player, etc.
   153     /*
   154     /*
   154      * Drawing requires the skin texture, which is loaded on-demand when draw is called
   155      * Drawing requires the skin texture, which is loaded on-demand when draw is called
   155      */
   156      */
   156     static bool skin_loaded;
   157     static bool skin_loaded;
   157     static CL_Surface skin_surface;
   158     static CL_Surface skin_surface;
   158     virtual void draw (Graphics *g, PixelCoordinate camera);
   159 
       
   160     /**
       
   161      * Draw this player
       
   162      */
       
   163     virtual void draw (Display *display, PixelCoordinate camera);
   159 
   164 
   160     uint16_t getKills() { return kills; }
   165     uint16_t getKills() { return kills; }
   161     uint16_t getDeaths() { return deaths; }
   166     uint16_t getDeaths() { return deaths; }
   162 };
   167 };
   163 
   168 
   188     virtual void handleInput (PlayerInput input, TimeMS dt);
   193     virtual void handleInput (PlayerInput input, TimeMS dt);
   189         
   194         
   190     /**
   195     /**
   191      * As Player, but also draws the current weapon name if displayWeapon
   196      * As Player, but also draws the current weapon name if displayWeapon
   192      */
   197      */
   193     virtual void draw (Graphics *g, bool displayWeapon, PixelCoordinate camera);
   198     virtual void draw (Display *display, bool displayWeapon, PixelCoordinate camera);
   194 };
   199 };
   195 
   200 
   196 /**
   201 /**
   197  * A RemotePlayer is a Player that we don't handle input for - they are a remote client connected to a remote server.
   202  * A RemotePlayer is a Player that we don't handle input for - they are a remote client connected to a remote server.
   198  *
   203  *