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@PoetaKodu
Created April 7, 2017 19:58
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#include "..\Include\Enemy.hpp"
#include "..\Include\Game.hpp" // Klasa gry potrzebna do wyswietlenia wroga.
#include "..\Include\TextureManager.hpp" // Klasa menedzera tekstur do ich pobrania.
////////////////////////////////////////////////////////
CEnemy::CEnemy()
: IPawn(new CEnemyAIController) // Tak jak w klasie gracza wywolujemy konstruktor klasy bazowej z wlasnym kontrolerem AI.
{
/* Aby zobaczyc pelne wytlumaczenie ponizszego kodu przejdz do kontruktora klasy CPlayer
w pliku Player.cpp
*/
auto texture = CTextureManager::Get("Enemy_Stand_01"); // Tym razem ustawimy sobie inna teksturke.
m_sprite.setTexture(*texture); // Ustawiamy teksturke
m_sprite.setOrigin(36, 36); // Ustawiamy srodek wyswietlania.
}
////////////////////////////////////////////////////////
void CEnemy::SetLocation(const grim::Vector2 & location)
{
// To samo co w CPlayer::SetLocation
IPawn::SetLocation(location);
m_sprite.setPosition(location.x, location.y);
}
////////////////////////////////////////////////////////
void CEnemy::Draw()
{
// To samo co w CPlayer::Draw
CGame::Instance().GetWindow().draw(m_sprite);
}
////////////////////////////////////////////////////////
CEnemyAIController::CEnemyAIController()
{
// Poki co kontroler zostawiamy pusty.
}
////////////////////////////////////////////////////////
void CEnemyAIController::Update(const float & deltaTime)
{
// Poki co kontroler zostawiamy pusty.
}
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