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Player.h
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Player.h

/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#ifndef PLAYER_H
#define PLAYER_H
class GameObject;
class Game;
class Player
{
private:
std::vector<bool> right_button;
std::vector<bool> left_button;
std::vector<bool> jump_button;
std::vector<SDL_Rect> line;
bool b_shadow_call;
bool b_record;
//new
SDL_Rect box_saved;
bool b_inAir_saved;
bool b_jump_saved;
bool b_on_ground_saved;
bool b_can_move_saved;
bool b_holding_other_saved;
int i_xVel_saved, i_yVel_saved;
//end
protected:
SDL_Rect box;
int i_xVel, i_yVel;
SDL_Surface * s_walking[4];
SDL_Surface * s_standing[4];
SDL_Surface * s_jumping[2];
SDL_Surface * s_holding;
SDL_Surface * s_line;
Mix_Chunk * c_jump;
Mix_Chunk * c_hit;
bool b_inAir;
bool b_jump;
bool b_on_ground;
bool b_can_move;
bool b_dead;
int i_frame;
int i_animation;
int i_direction;
int i_state;
int i_jump_time;
bool b_shadow;
friend class Game;
Game* m_objParent;
public:
int i_fx, i_fy;
bool b_reset;
bool b_holding_other;
Player(Game* objParent,bool bLoadImage=true);
~Player();
void set_position( int x, int y );
void handle_input(class Shadow * shadow);
void move(std::vector<GameObject*> &LevelObjects);
void jump();
void show();
void shadow_set_state();
void state_reset();
void other_check(class Player * other);
void set_mycamera();
void reset();
SDL_Rect get_box();
void shadow_give_state(class Shadow * shadow);
//new
virtual void save_state();
virtual void load_state();
void swap_state(Player * other);
//end
};
#include "Shadow.h"
#endif

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