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Object.h
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100 lines (76 loc) · 1.6 KB
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#pragma once
#include<iostream>
#include <SDL.h>
#include <assert.h>
#include<functional>
#include"lua.hpp"
#include"lualib.h"
#include"luaconf.h"
#include"lauxlib.h"
#include"Mouse.h"
#define SCREEN_WIDTH 480
#define SCREEN_HEIGHT 640
using namespace std;
extern int fps;
struct Position
{
float x;
float y;
};
enum OBJECT
{
EMPTY,
TEXT,
BUTTON,
SCROLL,
PLAYER,
ENEMY,
BULLET
};
class Object
{
protected:
bool visible;
OBJECT type;
bool createdTex;
bool changed;
Position* pos;
Position position;
Position* tarPos;
Position tarPosition;
float disappearTime;
float disappearInterval;
int disappearCount;
int moveCount;
int moveCountList;
float length;
float onceMoveX;
float onceMoveY;
vector<Position> moveList;
void disappear();
public:
bool actSet;
bool actSetList;
Object();
virtual ~Object();
OBJECT getType() { return type; }
bool isVisible() { return visible; }
float currentPosX() const;
float currentPosY() const;
virtual float getBottom();
virtual void setPos(float px, float py);
virtual void setOffSet(float x, float y) {};
void setMoveList(float px, float py);
void clearMoveList();
void actMoveList();
virtual void setMove(float px, float py);
void setMove(Position p);
void setMove(float px, float py, int fps);
virtual bool actMove();
void setDisappear(float time, int count);
virtual void drawObjects(SDL_Renderer* gRenderer);
virtual void drawObjectsScroll(SDL_Renderer* gRenderer, Position* scrollPos,Position* offset);
virtual bool hitCheck();
virtual bool hitCheckScroll(Position* scrollPos, Position* scrollOffSet);
virtual void Update();
};