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#include "Player.h"
void Player::Init(int strtX, int strtY, int ID, int strtHealth, int strtMaxHealth, int strtGender, std::string strtName)
{
X = strtX;
Y = strtY;
Health = strtHealth;
MaxHealth = strtMaxHealth;
Gender = strtGender;
Name = strtName;
// Load the character spritesheet
Graphic = Draw::LoadGFX("Graphics/Farmer/Farmer.png");
Frame = 0;
Position = DOWN;
// Set Animation rects
AnimDown[2].x = 0;
AnimDown[2].y = 0;
AnimDown[2].w = PWIDTH;
AnimDown[2].h = PHEIGHT;
AnimDown[0].x = PWIDTH;
AnimDown[0].y = 0;
AnimDown[0].w = PWIDTH;
AnimDown[0].h = PHEIGHT;
AnimDown[1].x = PWIDTH * 2;
AnimDown[1].y = 0;
AnimDown[1].w = PWIDTH;
AnimDown[1].h = PHEIGHT;
AnimLeft[2].x = 0;
AnimLeft[2].y = PHEIGHT;
AnimLeft[2].w = PWIDTH;
AnimLeft[2].h = PHEIGHT;
AnimLeft[0].x = PWIDTH;
AnimLeft[0].y = PHEIGHT;
AnimLeft[0].w = PWIDTH;
AnimLeft[0].h = PHEIGHT;
AnimLeft[1].x = PWIDTH * 2;
AnimLeft[1].y = PHEIGHT;
AnimLeft[1].w = PWIDTH;
AnimLeft[1].h = PHEIGHT;
AnimRight[2].x = 0;
AnimRight[2].y = PHEIGHT * 2;
AnimRight[2].w = PWIDTH;
AnimRight[2].h = PHEIGHT;
AnimRight[0].x = PWIDTH;
AnimRight[0].y = PHEIGHT * 2;
AnimRight[0].w = PWIDTH;
AnimRight[0].h = PHEIGHT;
AnimRight[1].x = PWIDTH * 2;
AnimRight[1].y = PHEIGHT * 2;
AnimRight[1].w = PWIDTH;
AnimRight[1].h = PHEIGHT;
AnimUp[2].x = 0;
AnimUp[2].y = PHEIGHT * 3;
AnimUp[2].w = PWIDTH;
AnimUp[2].h = PHEIGHT;
AnimUp[0].x = PWIDTH;
AnimUp[0].y = PHEIGHT * 3;
AnimUp[0].w = PWIDTH;
AnimUp[0].h = PHEIGHT;
AnimUp[1].x = PWIDTH * 2;
AnimUp[1].y = PHEIGHT * 3;
AnimUp[1].w = PWIDTH;
AnimUp[1].h = PHEIGHT;
Vel = 2;
}
void Player::Input(SDL_Event event)
{
switch(event.type)
{
case SDL_KEYDOWN:
switch(event.key.keysym.sym)
{
// Start of move controls
case SDLK_LEFT:
Xvel = -Vel;
Position = LEFT;
break;
case SDLK_RIGHT:
Xvel = Vel;
Position = RIGHT;
break;
case SDLK_UP:
Yvel = -Vel;
Position = UP;
break;
case SDLK_DOWN:
Yvel = Vel;
Position = DOWN;
break;
// End of movement controls
case SDLK_DELETE:
if(Health != 0)
{
Health = Health - 5;
}
else
{
Alive = false;
}
break;
break;
}
break;
case SDL_KEYUP:
switch(event.key.keysym.sym)
{
case SDLK_UP:
if(Yvel < 0){Yvel = 0;}
break;
case SDLK_DOWN:
if(Yvel > 0){Yvel = 0;}
break;
case SDLK_LEFT:
if(Xvel < 0){Xvel = 0;}
break;
case SDLK_RIGHT:
if(Xvel > 0){Xvel = 0;}
break;
}
break;
}
}
void Player::Script()
{
}
void Player::Update()
{
if(Health <= 0 || Alive == false)
{
X += Xvel;
Y += Yvel;
if(Health >= 0)
{
Alive = false;
}
}
}
void Player::Render(SDL_Surface* Destin)
{
if(Health >= 0 || Alive == false)
{
if(Position == UP)
{
Draw::DrawGFX(Graphic, AnimUp[Frame].x, AnimUp[Frame].y, AnimUp[Frame].w, AnimUp[Frame].h, Destin, X, Y);
}
if(Position == DOWN)
{
Draw::DrawGFX(Graphic, AnimDown[Frame].x, AnimDown[Frame].y, AnimDown[Frame].w, AnimDown[Frame].h, Destin,X, Y);
}
if(Position == LEFT)
{
Draw::DrawGFX(Graphic, AnimLeft[Frame].x, AnimLeft[Frame].y, AnimLeft[Frame].w, AnimLeft[Frame].h, Destin,X, Y);
}
if(Position == RIGHT)
{
Draw::DrawGFX(Graphic, AnimRight[Frame].x, AnimRight[Frame].y, AnimRight[Frame].w, AnimRight[Frame].h, Destin,X, Y);
}
}
}
void Player::Cleanup()
{
SDL_FreeSurface(Graphic);
Mix_FreeChunk(Sound);
}
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