Perso::Perso(Perso &p):WGObject(p.parent()){ _name = p.get_name(); _HP = p.get_HP(); _MP = p.get_MP(); _strength = p.get_strength(); _power = p.get_power(); _def = p.get_def(); _mr = p.get_MR(); _luck = p.get_luck(); _states = p.get_states(); _xp = p.get_XP(); set_moved(false); connect(this, SIGNAL(signal_perso_win_level(Perso*)), this, SLOT(slot_perso_win_level())); }
Perso::Perso(WGObject &obj):WGObject(&obj){ _HP = 0.0; _MP = 0.0; _strength = 0.0; _power = 0.0; _def = 0.0; _mr = 0.0; _luck = 0.0; _lvl = 0; _mob = 0; _xp = 0; _states = std::vector<PState>(); set_moved(false); connect(this, SIGNAL(signal_perso_win_level(Perso*)), this, SLOT(slot_perso_win_level())); }
Perso::Perso():WGObject(NULL),_shield(), _weapon(){ _name = ""; _HP = 0.0; _MP = 0.0; _xp = 0; _strength = 0.0; _power = 0.0; _def = 0.0; _mr = 0.0; _luck = 0.0; _lvl = 0; _mob = 0; _states = std::vector<PState>(); set_moved(false); connect(this, SIGNAL(signal_perso_win_level(Perso*)), this, SLOT(slot_perso_win_level())); }
Perso::Perso(std::string name, int perso_id, double HP, double MP, double strength, double power, double def, double mr, double luck, int lvl, int mob, std::vector<PState> state, QObject* obj):WGObject(obj) { _name = name; _player_id = perso_id; _HP = HP; _MP = MP; _strength = strength; _power = power; _def = def; _mr = mr; _luck = luck; _lvl = lvl; _mob = mob; _states = state; _xp = 0; set_moved(false); connect(this, SIGNAL(signal_perso_win_level(Perso*)), this, SLOT(slot_perso_win_level())); }
void Perso::slot_reset_has_moved(){ set_moved(false); }
void Perso::slot_set_has_moved(){ set_moved(true); }
void player2d::move(const MOVE_DIRECTION& direction) { npc2d::move(direction); // player moved to the next tile set_moved(true); }