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Player.h
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#pragma once
#include "Entity.h"
#include "Orb.h"
class Player : public ControlledEntity
{
public:
void StartGame();
void Spawn(Vec2 pos);
void Update();
void NeedsToBeRemoved();
void Draw(const float interp);
bool CheckCollided(Sphere s, float damage);
int InWater();
Player* Clone()const;
int iForceCharge;
float fForceFrame;
float fOrbFrame;
float Speed;
int iMissileType;
float fLastMissileFired;
bool bHasOrb;
Orb mOrb;
float fLastFireTime;//basic bullet
float fLastPlasmaTime;//plasma
void LoadFromFile(CFileIO &fIO);
void WriteToFile(CFileIO &fIO);
int iScore;
int iLives;
int iSpawnOffset;//last checkpoint
int iDelayBeforeRespawn;
bool bIsDead;
bool bSpawnOrb;
int iSpawnOrbTicks;
bool bJustSpawned;
int numBits;
bool bFullChargeFlash;//make the force charge flash when its full
int iChargeFlash;
private:
void FireArc();
float fArcCharge;
float justSpawnedTime;
int mSpawnBeamTicks;
int mWaterticks;
int iMaxPulseShots;
int bit1Ticks, bit2Ticks;
float bitFrame;
int iTicksToScreenCenter;
Vec2 StoredPos;//stored position at game end
bool bDamagedControls;
int iDamagedControlTicks;
int numShields;
float shieldTime;
};