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PowerUp.cpp
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66 lines (56 loc) · 3.63 KB
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#include <PowerUp.h>
#include <Physics.h>
#include <Render.h>
PowerUp::PowerUp(PowerUpType t, float x, float y) : GameObject()
{
physics->setPosition(Pvect(x, y));
physics->setCircleBB(5.f);
this->t = t;
animation = Render::getInstance()->createAnimation(10);
switch (t)
{
case LIFE:
/*
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/energy.png", Rrect(50*2, 0, 50, 50)));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/energy.png", Rrect(50*3, 0, 50, 50)));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/energy.png", Rrect(50*4, 0, 50, 50)));
*/
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/health/health.png"));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/health/health3.png"));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/health/health2.png"));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/health/health3.png"));
break;
case VELDIS:
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/att-speed/att-speed.png"));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/att-speed/att-speed3.png"));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/att-speed/att-speed2.png"));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/att-speed/att-speed3.png"));
break;
case MAX_LIFE:
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/health/maxHealth.png"));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/health/maxHealth3.png"));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/health/maxHealth2.png"));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/health/maxHealth3.png"));
break;
case SHIELD:
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/shield/shield1.png"));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/shield/shield3.png"));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/shield/shield2.png"));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/shield/shield3.png"));
break;
case WEAPONCHAN:
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/bala_power/bala2.png"));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/bala_power/bala2_3.png"));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/bala_power/bala2_2.png"));
Render::getInstance()->addFrameToAnimation(animation, Render::getInstance()->createSprite("resources/bala_power/bala2_3.png"));
default:
break;
}
}
PowerUp::~PowerUp()
{
}
PowerUpType PowerUp::getType()
{
return t;
}