Exemple #1
0
Void Map::persist_enemy ( const Enemy& enemy, Uint8 index )
{
     ASSERT ( index < Map::c_max_enemy_spawns );

     Auto& persisted_enemy = m_persisted_enemies [ m_current_map ].enemies [ index ];
     Auto center = enemy.collision_center ( );

     persisted_enemy.alive = enemy.is_alive ( );
     persisted_enemy.coordinates.x = meters_to_pixels ( center.x ( ) ) / Map::c_tile_dimension_in_pixels;
     persisted_enemy.coordinates.y = meters_to_pixels ( center.y ( ) ) / Map::c_tile_dimension_in_pixels;
}