/* ** ClanLib SDK ** Copyright (c) 1997-2005 The ClanLib Team ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** ** Note: Some of the libraries ClanLib may link to may have additional ** requirements or restrictions. ** ** File Author(s): ** ** Magnus Norddahl ** (if your name is missing here, please add it) */ #ifndef header_gameobject_pacman #define header_gameobject_pacman #if _MSC_VER > 1000 #pragma once #endif #include "gameobject_moving.h" class GameObject_Pacman : public GameObject_Moving { //!Construction: public: //: Construct a pacman at position (x,y). GameObject_Pacman(int x, int y, World *world); //!Attributes: public: //: Returns true if pacman got the powerup. bool get_got_powerup() { return got_powerup; } //!Operations: public: //: Draw pacman onto graphic context. virtual void show(int view_x, int view_y, CL_GraphicContext *gc = 0); //: Move pacman. virtual bool turn(float time_elapsed); //: Kill the pacman. void you_are_dead() { i_am_dead = true; } //: Check if pacman is at specified location. virtual bool hit_check(float x, float y); //!Implementation: private: //: Called when pacman reaches its destination. virtual bool event_reached_dest(); void on_key_down(const CL_InputEvent &key); int anim_pos, anim_dir; int move_dir; int wanted_dir; bool i_am_dead; bool got_powerup; int powerup_starttime; //: Pacman images. CL_Sprite spr_pacman; //: Sound effect played when pacman is created. CL_SoundBuffer sfx_start; //: Sound effect of pacman eating an egg. CL_SoundBuffer sfx_namnam; //: Sound effect of pacman eating a powerup. CL_SoundBuffer sfx_powerup; //: Sound effect of pacman dieing. CL_SoundBuffer sfx_dead; CL_SlotContainer slots; }; #endif