Experience::Experience(Vector2 pos) { _setUp = false; _speed = 10.0f; SetIsSensor(true); // make not collidable pos.X += (MathUtil::RandomFloat(1.0) - 0.5); pos.Y += (MathUtil::RandomFloat(1.0) - 0.5); SetSprite("Resources/Images/exp1.png"); SetPosition(pos); SetDrawShape(ADS_Square); SetSize(MathUtil::RandomFloat(0.4) + 0.2); //SetColor(0, 0.8, 0); Untag("Enemy"); Tag("Experience"); InitPhysics(); theWorld.Add(this); }
CharActor::CharActor(const String& maskPath, const Vector2 size) : PhysicsActor() //, m_mask(maskPath) , m_direction(SOUTH) , m_moving(false) , m_movingNorth(false) , m_movingEast(false) , m_movingSouth(false) , m_movingWest(false) , m_movementSpeed(100.0f) //3.0f , m_idleness(0.0f) , m_idleAnim(false) //, m_isKinematic(true) { m_mask = thePixelArthGame.m_collHandler->GetBitmask(maskPath); //SetName("Arth"); //SetColor(1.0f, 1.0f, 1.0f, 1.0f); SetSize(size.X, size.Y); //_mask->setSizeInWorldUnits(size); SetDensity(1.0f); SetFriction(0.0f); SetRestitution(0.0f); SetIsSensor(true); SetFixedRotation(true); InitPhysics(); //_timestampArrowReleased = theWorld.GetCurrentTimeSeconds(); //ClearSpriteInfo(); SetSprite("Resources/Images/animations/chars/arth/stand/lookAroundDown/lookAroundDown_00.png"); theSwitchboard.SubscribeTo(this, "CameraChange"); theSwitchboard.SubscribeTo(this, "UpArrowPressed"); theSwitchboard.SubscribeTo(this, "DownArrowPressed"); theSwitchboard.SubscribeTo(this, "LeftArrowPressed"); theSwitchboard.SubscribeTo(this, "RightArrowPressed"); theSwitchboard.SubscribeTo(this, "UpArrowReleased"); theSwitchboard.SubscribeTo(this, "DownArrowReleased"); theSwitchboard.SubscribeTo(this, "LeftArrowReleased"); theSwitchboard.SubscribeTo(this, "RightArrowReleased"); ///TEST //_world = new Bitmask("Resources/Images/coll.png"); }