AnimationManager::AnimationManager(const sf::Texture & _texture,int _columnAmount,int _rowAmount,Vector2D &_position, Vector2D _scale) { debug = false; texture = _texture; width = texture.getSize().x; height = texture.getSize().y; cellWidth = width/_columnAmount; cellHeight = height/_rowAmount; selectedRow = 0; selectedColumn = 0; columnAmount = _columnAmount; rowAmount = _rowAmount; position = _position; isLooping = false; isDead = false; willDie = false; cellOrigin = Vector2D(cellWidth/2,cellHeight/2); for(int i = 0; i < rowAmount;i ++) { animation temp; temp.index = i; for(int j = 0 ; j < columnAmount; j++) { temp.RectangleList.push_back(sf::IntRect(cellWidth * j,cellHeight * i,cellWidth,cellHeight)); } animationList.push_back(temp); } texture.setSmooth(true); sf::Sprite t(texture); outputSprite.setOrigin(cellOrigin.toSFMLVector()); outputSprite.setTexture(texture,true); outputSprite.setPosition(position.toSFMLVector()); outputSprite.setScale(_scale.toSFMLVector()); }
PulsingText::PulsingText(std::string _text, Vector2D _position, float min, float fluxSpeed) : m_minAlpha(min), text(_text), m_position(_position), m_maxAlpha(255), m_fluxSpeed(fluxSpeed), m_currentAlpha(255) { font = &GameConstants::COOL_FONT; m_text.setFont(*font); m_text.setString(_text); m_text.setPosition(_position.toSFMLVector()); c.r = 135; c.g = 206; c.b = 250; c.a = m_currentAlpha; }
Circle::Circle(Vector2D centre, float radius) : m_radius(radius), m_centre(centre) { circle = sf::CircleShape(m_radius); circle.setPosition(centre.toSFMLVector()); }