Jamie Slowgrove - PGG Assignment 1 - SDL
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PGGAssignment1SDL
player.h
1
#pragma once
2
#ifndef PLAYER_H
3
#define PLAYER_H
4
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#include "creature.h"
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10
class
Player
:
public
Creature
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{
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private
:
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/*the Player details*/
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int
lives;
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int
score;
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/*jump variables*/
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bool
gravity;
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bool
landed;
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bool
jump;
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float
gravityF;
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/*if the player has beat the level*/
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bool
levelComplete;
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public
:
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Player
(
Texture
*,
float
,
float
,
int
,
int
);
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~Player
();
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void
setLives
(
int
);
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int
getLives
();
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void
setScore
(
int
);
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int
getScore
();
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void
setGravity
(
bool
);
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bool
getGravity
();
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void
setLanded
(
bool
);
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bool
getLanded
();
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void
setJump
(
bool
);
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bool
getJump
();
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float
getGravityF
();
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void
setLevelComplete
(
bool
);
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bool
getLevelComplete
();
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};
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#endif
Player::Player
Player(Texture *, float, float, int, int)
Definition:
player.cpp:6
Creature
Creates a Creature object that inherits Entity.
Definition:
creature.h:10
Player::getLives
int getLives()
Definition:
player.cpp:47
Player::getLevelComplete
bool getLevelComplete()
Definition:
player.cpp:146
Player::setScore
void setScore(int)
Definition:
player.cpp:56
Player::getJump
bool getJump()
Definition:
player.cpp:119
Player::getScore
int getScore()
Definition:
player.cpp:65
Player::setJump
void setJump(bool)
Definition:
player.cpp:110
Player::setLanded
void setLanded(bool)
Definition:
player.cpp:92
Player::setLevelComplete
void setLevelComplete(bool)
Definition:
player.cpp:137
Texture
Creates a Texture for use with a renderer Creates a Texture from an image file, this can then be used...
Definition:
texture.h:13
Player::getLanded
bool getLanded()
Definition:
player.cpp:101
Player::getGravityF
float getGravityF()
Definition:
player.cpp:128
Player::~Player
~Player()
Definition:
player.cpp:31
Player
Creates a Player object that inherits Creature which in turn inherits Entity.
Definition:
player.h:10
Player::setLives
void setLives(int)
Definition:
player.cpp:38
Player::getGravity
bool getGravity()
Definition:
player.cpp:83
Player::setGravity
void setGravity(bool)
Definition:
player.cpp:74
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