📄 player.h
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/*
* ==============================================================================
* Name : Player.h
* Part of : RGA Game Example
* Interface :
* Description : player sprite
* Version : 1.0
*
* Copyright (c) 2007-2008 Nokia Corporation.
* This material, including documentation and any related
* computer programs, is protected by copyright controlled by
* Nokia Corporation.
* ==============================================================================
*/
#ifndef __PLAYER_H__
#define __PLAYER_H__
#include "RotatingSprite.h"
#include "Level.h"
class CPlayer : public CRotatingSprite
{
public:
CPlayer(CApplicationBase& aApp, CLevel& aLevel);
virtual ~CPlayer();
/**
* Init
* initialise player sprite with given images
* @param aBitmap sprite image
* @param aMask sprite alpha mask, or NULL
* @return KErrNone if successfull
*/
virtual TInt Init( IBitmap* aBitmap,
IBitmap* aMask);
/**
* Update
* updates player object, read input
* @param aFrametime frame time multiplier
*/
virtual void Update(const TReal64 aFrametime);
/**
* Draw
* draw player to its current location
* sprite is drawn rotated based on current angle
* @param aContext context to draw sprite into
* @param aCamera camera coordinate to subtract from sprite coordinates
*/
virtual void Draw(IGraphicsContext& aContext, const TVector2& aCamera);
/**
* SetMaxSpeed
* set maximum movement speed of the player
*/
void SetMaxSpeed(TReal64 aMaxSpeed);
/**
* SetScrollSpeed
* scroll speed determines how fast player
* ball is rolling. Scroll speed is independent from
* movement speed
* @param aScrollSpeed speed of roll animation
*/
void SetScrollSpeed(TReal64 aScrollSpeed);
/**
* MovementSpeed
* @return current movement speed
*/
TReal64 MovementSpeed() const;
private:
CLevel& iLevel;
IBitmap* iScrollBuffer; // owned
IGraphicsContext* iScrollBufferContext; // owned
IBitmap* iOriginalBitmap;
TReal64 iBallAnimationPhase;
TReal64 iMaxSpeed;
TReal64 iScrollSpeed;
TReal64 iMovementSpeed;
};
#endif /* __PLAYER_H__ */
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