#include "Character.h" Character::Character(QGraphicsItem *parent, QGraphicsScene *scene) : Sprite(parent, scene), m_healthPoints(10), m_shieldCapacity(0), m_meleeDamage(5), m_rangedDamage(0), m_velocityX(0), m_velocityY(0), m_state(STATE_IDLE) { } Character::~Character() { } void Character::increaseHealthPoints(int hp) { m_healthPoints += hp; } void Character::decreaseHealthPoints(int hp) { m_healthPoints -= hp; if(m_healthPoints <= 0) { m_state = STATE_DEAD; } } void Character::setHealthPoints(int hp) { m_healthPoints = hp; } int Character::getHealthPoints() { return m_healthPoints; } void Character::increaseShieldCapacity(int shieldCapacity) { m_shieldCapacity += shieldCapacity; } void Character::decreaseShieldCapacity(int shieldCapacity) { m_shieldCapacity -= shieldCapacity; } void Character::setShieldCapacity(int shieldCapacity) { m_shieldCapacity = shieldCapacity; } int Character::getShieldCapacity() { return m_shieldCapacity; } void Character::setMeleeDamage(int damage) { m_meleeDamage = damage; } int Character::getMeleeDamage() { return m_meleeDamage; } void Character::setRangedDamage(int damage) { m_rangedDamage = damage; } int Character::getRangedDamage() { return m_rangedDamage; } void Character::setVelocityX(int x) { m_velocityX = x; } void Character::setVelocityY(int y) { m_velocityY = y; } int Character::getVelocityX() { return m_velocityX; } int Character::getVelocityY() { return m_velocityY; } void Character::setState(State s) { m_state = s; } State Character::getState() { return m_state; }