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Player.h
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Player.h

#ifndef PLAYER_H
#define PLAYER_H
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;
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;
public:
int i_fx, i_fy;
bool b_reset;
bool b_holding_other;
Player();
~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);
};
class Shadow : public Player
{
protected:
std::vector<bool> right_button;
std::vector<bool> left_button;
std::vector<bool> jump_button;
bool b_called;
friend class Player;
public:
Shadow();
void move_logic();
void me_call();
void reset();
};
#endif

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