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Gameplay.h
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109 lines (94 loc) · 2.74 KB
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/*
* Gameplay.h
*
* Created on: May 16, 2015
* Author: practicing01
*/
#pragma once
#include <Urho3D/Urho3D.h>
#include <Urho3D/Core/Object.h>
#include "../Urho3DPlayer.h"
using namespace Urho3D;
class Gameplay : public Object
{
OBJECT(Gameplay);
public:
Gameplay(Context* context, Urho3DPlayer* main);
~Gameplay();
void HandleUpdate(StringHash eventType, VariantMap& eventData);
void HandleElementResize(StringHash eventType, VariantMap& eventData);
void HandlePressed(StringHash eventType, VariantMap& eventData);
void HandleReleased(StringHash eventType, VariantMap& eventData);
void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
void HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData);
void HandleNodeCollisionStart(StringHash eventType, VariantMap& eventData);
void HandleKeyDown(StringHash eventType, VariantMap& eventData);
void HandleKeyUp(StringHash eventType, VariantMap& eventData);
void HandleMouseDown(StringHash eventType, VariantMap& eventData);
void MoveArcher();
void RecursiveAnimate(Node* noed, String animation, char layer, bool loop, float fadeTime, bool exclusive, float speed);
void RandomizeGates();
void XorInnerGates();
void XorOuterGates();
void SpawnMonster();
void MoveMonsters();
void SpawnArrow();
void SpawnPotion();
void SpawnChest();
void SpawnElf();
void ShootArrow();
Urho3DPlayer* main_;
float elapsedTime_;
SharedPtr<Scene> scene_;
SharedPtr<Node> cameraNode_;
SharedPtr<Node> cells_;
SharedPtr<Node> archer_;
SharedPtr<Node> arrow_;
SharedPtr<Node> potion_;
SharedPtr<Node> chest_;
SharedPtr<Node> elf_;
SharedPtr<Node> topScore_;
SharedPtr<Node> topScoreText_;
SharedPtr<Node> scoreText_;
SharedPtr<Node> archerHitArrow_;
SharedPtr<Node> archerHitChest_;
SharedPtr<Node> archerHitElf_;
SharedPtr<Node> archerHitPotion_;
SharedPtr<Node> arrowHitDog_;
SharedPtr<Node> arrowHitWall_;
SharedPtr<Node> dogHitArcher_;
SharedPtr<Node> gateOpen_;
SharedPtr<Node> shootArrow_;
Vector<Node*> closedCells_;
Vector<Node*> openCells_;
Vector<Node*> baseMonsters_;
Vector<Node*> spawnedMonsters_;
Vector<Node*> spawnedArrows_;
Vector<Node*> quiver_;
bool wDown_;
bool aDown_;
bool sDown_;
bool dDown_;
bool invincible_;
IntVector2 previousExtents_;
float archerSpeed_;
float randomizeGatesElapsedTime_;
float randomizeGatesInterval_;
float monsterSpawnElapsedTime_;
float monsterSpawnInterval_;
float monsterMoveElapsedTime_;
float monsterMoveInterval_;
float monsterSpeed_;
float arrowSpawnElapsedTime_;
float arrowSpawnInterval_;
float arrowSpeed_;
float invincibilityElapsedTime_;
float invincibilityInterval_;
int monsterCount_;
int monsterMoveTurn_;
int monsterMax_;
int arrowCount_;
int arrowMax_;
int score_;
char archerDir_;
};