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Copy pathItems.h
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100 lines (87 loc) · 2.07 KB
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#pragma once
#include "Dynamics.h"
class RPG_Engine;
class cItem
{
public:
cItem(std::string name, olc::Sprite* sprite, std::string desc);
virtual bool OnInteract(cDynamic* object) { return false; }
virtual bool OnUse(cDynamic* object) { return false; }
public:
std::string sName;
std::string sDescription;
olc::Sprite* pSprite;
bool bKeyItem = false;
bool bEquipable = false;
bool bWeapon = false;
static RPG_Engine* g_engine;
};
class cItem_Health : public cItem // give player 10hp
{
public:
cItem_Health();
bool OnInteract(cDynamic* object) override;
bool OnUse(cDynamic* object) override;
};
class cItem_Coin : public cItem // give player 10hp
{
public:
cItem_Coin();
bool OnInteract(cDynamic* object) override;
bool OnUse(cDynamic* object) override;
};
class cItem_HealthBoost : public cItem // raise max hp 10
{
public:
cItem_HealthBoost();
bool OnInteract(cDynamic* object) override;
bool OnUse(cDynamic* object) override;
};
class cItem_ManaBoost : public cItem // raise max hp 10
{
public:
cItem_ManaBoost();
bool OnInteract(cDynamic* object) override;
bool OnUse(cDynamic* object) override;
};
class cItem_Key : public cItem
{
public:
cItem_Key();
bool OnInteract(cDynamic* object) override;
bool OnUse(cDynamic* object) override;
};
class cItem_RedKey : public cItem
{
public:
cItem_RedKey();
bool OnInteract(cDynamic* object) override;
bool OnUse(cDynamic* object) override;
};
class cWeapon : public cItem
{
public:
cWeapon(std::string name, olc::Sprite* sprite, std::string desc, int dmg);
bool OnInteract(cDynamic* object) override;
bool OnUse(cDynamic* object) override;
public:
int nDamage = 0;
int nCooldown = 0;
bool IsWeapon = true;
};
class cWeapon_Sword : public cWeapon
{
public:
cWeapon_Sword();
public:
bool OnInteract(cDynamic* object);
bool OnUse(cDynamic* object) override;
};
class cWeapon_FireSword : public cWeapon
{
public:
cWeapon_FireSword();
public:
bool OnInteract(cDynamic* object);
bool OnUse(cDynamic* object) override;
};