void CIBlockBuilder::init(CBlock::BlockType BT, CGame * pGame) { this->CItem::init(); setDropable(false); m_pGame = pGame; m_BlockType = BT; setIcon(g_pSpritepool->at(SPRITEID::ICONBLOCKBUILDER)); setName(CBlock::getBlockTypeString(BT)); }
//Métodos da CObject CWeapon::CWeapon(TypeItens nome, EstadoItem estado, int preco, bool isdropable, Raca raca, int mod, int danM, int danX, int spd, int rng, int dur, int nM) { setID(-1); setDurability(dur); setBaseID(nome); setEstado(estado); setPrice(preco); setDropable(isdropable); _raca = raca; _modificador = mod; _danoMin = danM; _danoMax = danX; _velocidade = spd; _alcance = rng; _nivelMagico = nM; }
void CIDragon::init(CGame * pGame) { m_pGame = pGame; m_fAnimPhase = 0.0f; this->CItem::init(); setIsSolid(true); setName("Dragon"); setDropable(true); //TODO: for debug only: setOwner(NULL); setIcon(g_pSpritepool->at(SPRITEID::ICONDRAGON)); m_pSpriteBody = g_pSpritepool->at(SPRITEID::DRAGONBODY); m_pSpriteWings = g_pSpritepool->at(SPRITEID::DRAGONWINGS); FloatRect FR; FR = m_pSpriteBody->GetRect(); setRect(FR); m_bActive = false; m_fLastShot = 0.0f; }