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GameObject.cpp
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93 lines (69 loc) · 1.69 KB
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#include "stdafx.h"
#include "GameObject.h"
#pragma region Game Object
GameObject::GameObject() {}
GameObject::~GameObject() {}
#pragma region Main Functions
bool GameObject::Load(
sf::Vector2f area,
//std::string location,
sf::Texture* _t,
int nr,
float size,
float scale,
sf::Vector2f pos) {
/*if (_texture.loadFromFile(location) == false) return false;*/
_texture = _t;
_texture->setSmooth(true);
_sprite.setTexture(*_texture);
_gameArea = area;
_spriteNr = nr;
_spriteSize = size;
_sprite.setTextureRect(sf::IntRect(
_spriteNr * _spriteSize, 0,
_spriteSize, _spriteSize
));
_objectScale = scale;
_sprite.setOrigin(
_sprite.getGlobalBounds().width / 2 ,
_sprite.getGlobalBounds().height / 2);
objSprite().setScale(_objectScale, _objectScale);
SetPosition(pos);
_originalAccel = _accel;
return true;
}
bool GameObject::LoadSecondary() {
return true;
}
void GameObject::Update(float timeDelta) {}
void GameObject::Draw(sf::RenderWindow& window) {
DrawSecondary(window);
window.draw(_sprite);
}
void GameObject::DrawSecondary(sf::RenderWindow& window) {}
void GameObject::ResetPosition() {
this->SetPosition(_originalPosition);
_accel = _originalAccel;
}
void GameObject::SetPosition(sf::Vector2f pos) {
_sprite.setPosition(
_gameArea.x * pos.x,
_gameArea.y * pos.y);
_originalPosition = pos;
}
void GameObject::Delete() {
delete this;
}
#pragma endregion Main Functions
#pragma region Gets
sf::Sprite& GameObject::objSprite() {
return _sprite;
}
sf::Vector2f& GameObject::objOriginalPosition() {
return _originalPosition;
}
sf::Vector2f& GameObject::objVelocity() {
return sf::Vector2f(_velX, _velY);
}
#pragma endregion Gets
#pragma endregion Game Object