dungeonanddeamon/DungeonAndDeamonScript/DungeonAndDemaonScript/MobsCorpACorpIA.h
2020-05-03 15:35:51 +02:00

76 lines
1.4 KiB
C++

#pragma once
#include "MobsCorpACorp.h"
#include "GestionPlayer.h"
#include "MobsIA.h"
#include <CircleShape2D.hpp>
#include <CollisionShape2D.hpp>
#include <Sprite.hpp>
#include "MobsCorpACorp.h"
#include <Node2D.hpp>
using namespace godot;
class MobsCorpACorpIA : public KinematicBody2D
{
public:
AnimatedSprite* sprite_MobsCorpACorp_ptr;
CollisionShape2D* collision_MobsCorpACorp_ptr;
Ref<Resource> texture_MobsCorpACorp_ptr;
Ref<CircleShape2D> shape_MobsCorpACorp_ptr;
private:
GODOT_CLASS(MobsCorpACorpIA, KinematicBody2D)
public:
MobsCorpACorp m;
public:
MobsCorpACorpIA();
void static _register_methods();
void _physics_process(float delta);
void _process(float delta);
void _init();
void _ready();
void animation();
private:
void droit();
void gauche();
void bas();
void saut();
void idle();
void attack();
void createMobsCorpACorp();
void setupMobsCorpACorp();
void mouvement(float dt);
public:
bool on_ground = false;
bool on_roof = false;
bool on_left_wall = false;
bool on_right_wall = false;
public:
void Action();
const float GamePlayMultiplicator = 100.0f;
float pv = 100.0f;
const float gravity = 9.8f * GamePlayMultiplicator;
const float speed = 50.f;
const float power_jump = -2.0f * GamePlayMultiplicator;
public:
Vector2 TargetPosition;
public:
void UpdateTargetPosition(Vector2 _TargetPosition) { TargetPosition = _TargetPosition; }
void setPosition(float x, float y);
};