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DinoSprite.cpp
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DinoSprite.cpp
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#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
#include "Game.h"
#include "Sprites.h"
#include "KeyboardController.h"
#include "DinoStates.h"
Dino::~Dino() {
clearState();
}
void Dino::init() {
clearState();
setState(new RunningState());
mState->enter(*this);
}
void Dino::update() {
mState->update(*this);
}
void Dino::press_UP_key() {
if (!mJumping) {
mState->leave(*this);
clearState();
setState(new JumpingState());
mState->enter(*this);
}
}
void Dino::press_DOWN_key() {
if (!mDucking) {
mState->leave(*this);
clearState();
setState(new DuckingState());
mState->enter(*this);
}
}
void Dino::release_DOWN_key() {
if (!mRunning) {
mState->leave(*this);
clearState();
setState(new RunningState());
mState->enter(*this);
}
}
DinoState* Dino::getState() const {
return mState;
}
void Dino::setState(DinoState* state) {
mState = state;
}
void Dino::clearState() {
if (mState != nullptr) {
delete mState;
}
}
void Dino::startDuck() {
mDucking = true;
mJumping = false;
mRunning = false;
}
void Dino::stopDuck() {
mDucking = false;
}
void Dino::startJump() {
mJumping = true;
mDucking = false;
mRunning = false;
Game::mSoundManager.playSound(SND_DINO_JUMP);
}
void Dino::stopJump() {
mJumping = false;
Game::mSoundManager.playSound(SND_DINO_LAND);
}
void Dino::startRun() {
mRunning = true;
mDucking = false;
mJumping = false;
}
void Dino::stopRun() {
mRunning = false;
}