#include "actor.hpp" Actor::Actor() { animate = PlayerState::attacking; this->character = new Character(0); } Actor::Actor(int num) { animate = PlayerState::attacking; this->character = new Character(num); } void Actor::draw(sf::RenderWindow *window) { window->draw(*character); } bool Actor::update(float deltaTime, sf::RenderWindow *window) { character->update(deltaTime); if (animate == PlayerState::attacking) { character->setState(PlayerState::attacking); animate = PlayerState::inMidle; } else if (animate == PlayerState::hurt) { character->setState(PlayerState::hurt); animate = PlayerState::inMidle; } else if (animate == PlayerState::inMidle) { if (character->isLastFrame()) animate = PlayerState::idle; } else if (animate == PlayerState::success) { character->setState(PlayerState::success); animate = PlayerState::inMidle; } return this->updateLogic(deltaTime, window); } bool Actor::hitBy(Compas enemy) { bool dodge = enemy == compas; /*if (dodge) //std::cout << "dodge" << std::endl; else //std::cout << "hit" << std::endl;*/ if (!dodge) { character->setState(PlayerState::hurt); animate = PlayerState::inMidle; } else { character->setState(PlayerState::success); animate = PlayerState::inMidle; } return dodge; } Compas Actor::getAttack() const { return compas; }