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Event.h
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245 lines (214 loc) · 3.58 KB
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#pragma once
#include "EventType.h"
#include "SoundId.h"
#include "TextureId.h"
#include "DriverStateType.h"
#include "PlayStateType.h"
#include <SFML/System/Vector2.hpp>
class Event
{
public:
Event(EventType type) :
type_(type)
{}
virtual ~Event() {}
EventType getType() const
{
return type_;
}
private:
EventType type_;
};
class EventQuit : public Event
{
public:
EventQuit() :
Event(EventType::Quit)
{}
};
class EventChangeDriverState : public Event
{
public:
EventChangeDriverState(DriverStateType type) :
Event(EventType::ChangeDriverState),
type_(type)
{}
DriverStateType getType() const
{
return type_;
}
private:
DriverStateType type_;
};
class EventChangePlayState : public Event
{
public:
EventChangePlayState(PlayStateType type) :
Event(EventType::ChangePlayState),
type_(type)
{}
PlayStateType getType() const
{
return type_;
}
private:
PlayStateType type_;
};
class EventShakeCamera : public Event
{
public:
EventShakeCamera(float trauma) :
Event(EventType::ShakeCamera),
trauma_(trauma)
{}
float getTrauma() const
{
return trauma_;
}
private:
float trauma_;
};
class EventHurtPlayer : public Event
{
public:
EventHurtPlayer() :
Event(EventType::HurtPlayer)
{}
};
class EventSpawnBullet : public Event
{
public:
EventSpawnBullet(
const sf::Vector2f &position,
const sf::Vector2f &velocity,
float rotation)
:
Event(EventType::SpawnBullet),
position_(position),
velocity_(velocity),
rotation_(rotation)
{}
const sf::Vector2f &getPosition() const
{
return position_;
}
const sf::Vector2f &getVelocity() const
{
return velocity_;
}
float getRotation() const
{
return rotation_;
}
private:
sf::Vector2f position_;
sf::Vector2f velocity_;
float rotation_;
};
class EventSpawnParticle : public Event
{
public:
EventSpawnParticle(
const sf::Vector2f &position,
const sf::Vector2f &velocity,
const sf::Vector2f &acceleration,
float velRotation,
float durationSecs,
TextureId textureId)
:
Event(EventType::SpawnParticle),
position_(position),
velocity_(velocity),
acceleration_(acceleration),
velRotation_(velRotation),
durationSecs_(durationSecs),
textureId_(textureId)
{}
const sf::Vector2f &getPosition() const
{
return position_;
}
const sf::Vector2f &getVelocity() const
{
return velocity_;
}
const sf::Vector2f &getAcceleration() const
{
return acceleration_;
}
float getVelRotation() const
{
return velRotation_;
}
float getDurationSecs() const
{
return durationSecs_;
}
TextureId getTextureId() const
{
return textureId_;
}
private:
sf::Vector2f position_;
sf::Vector2f velocity_;
sf::Vector2f acceleration_;
float velRotation_;
float durationSecs_;
TextureId textureId_;
};
class EventAddScore : public Event
{
public:
EventAddScore(uint64_t score) :
Event(EventType::AddScore),
score_(score)
{}
uint64_t getScore() const
{
return score_;
}
private:
uint64_t score_;
};
class EventPlaySound : public Event
{
public:
EventPlaySound(SoundId id) :
Event(EventType::PlaySound),
id_(id)
{}
SoundId getId() const
{
return id_;
}
private:
SoundId id_;
};
class EventUpdateHealthInterface : public Event
{
public:
EventUpdateHealthInterface(uint8_t health) :
Event(EventType::UpdateHealthInterface),
health_(health)
{}
uint8_t getHealth() const
{
return health_;
}
private:
uint8_t health_;
};
class EventUpdateScoreInterface : public Event
{
public:
EventUpdateScoreInterface(uint64_t score) :
Event(EventType::UpdateScoreInterface),
score_(score)
{}
uint64_t getScore() const
{
return score_;
}
private:
uint64_t score_;
};