#include "player.hpp" Player::Player(int num) : Actor(num) { compas = Compas(); } Player::Player() : Actor(1) { compas = Compas(); } bool Player::updateLogic(float deltaTime, sf::RenderWindow *window) { if (deltaTime > BLACKVALUE) compas.incraeseTime(); return false; } bool Player::event(sf::Event e) { switch(e.type) { case (sf::Event::KeyPressed): if(e.key.code == sf::Keyboard::C) compas.start(); if(e.key.code == sf::Keyboard::Space) { compas.add(); if (compas.isPressed() && !animate) animate = true; } break; case (sf::Event::KeyReleased): if (e.key.code == sf::Keyboard::C) { compas.end(); return false; } break; default: break; } return true; }