#include "player.hpp" Player::Player(int num) : Actor(num) { compas = Compas(); error = false; time = 0; } Player::Player() : Actor() { compas = Compas(); error = false; time = 0; } bool Player::updateLogic(float deltaTime, sf::RenderWindow *window) { time += deltaTime; if (time > BLACKVALUE) { compas.incraeseTime(); time = 0; } return false; } bool Player::event(sf::Event e) { switch(e.type) { case (sf::Event::KeyPressed): if(e.key.code == sf::Keyboard::C) { compas.start(); error = false; } if(e.key.code == sf::Keyboard::Space) { if (animate == PlayerState::idle && !error) { compas.add(); if (compas.isPressed()) animate = PlayerState::attacking; } else { if (!error) { compas.end(); animate = PlayerState::hurt; error = true; } } } break; case (sf::Event::KeyReleased): if (e.key.code == sf::Keyboard::C) { compas.end(); return false; } break; default: break; } return true; }