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#pragma once

#include "animation.h"
#include "map.h"
#include "size2d.h"
#include "vec2d.h"

struct SDL_Renderer;

struct Player
{
    enum class States
    {
        REST = 0,
        TAKEOFF = 1,
        FLIGHT = 2,
        LANDING = 3,
        WALK = 4,
        FALL = 5
    };

    explicit Player(SDL_Renderer* renderer);

    void set_state(const States& s);

    void handle_keyboard();

    const Animation& sprite(const States& state);

    void update_state(const double dt, const Map& map);

    void draw();

    // coordinates of the character
    vec2d<double> pos{150., 200.};
    // speed of the character
    vec2d<double> speed{0., 0.};

    /*!
     * \brief backwards - facing left or right
     */
    bool backwards{false};
    // will be used to differentiate high jump from a long jump
    vec2d<double> jump{0., 0.};

    /*!
     * \brief state - current sprite
     */
    States state{States::REST};
    TimeStamp timestamp{Clock::now()};
    /*!
     * \brief renderer - draw here
     */
    SDL_Renderer* renderer{nullptr};

    // size of the sprite on the screen
    size2d<int> sprite_size{256, 128};

    /*!
     * \brief sprites - sprite sequences to be drawn
     */
    const std::array<Animation, 6> sprites;
};