Projectile::Impl::Impl( Type type, const TextureManager & textures ) : mType( type ), mSprite( textures.Get( Table.at( type ).texture ), Table.at( type ).textureRect ), mTargetDirection() { centerOrigin( mSprite ); }
ParticleNode::Impl::Impl( Particle::Type type, const TextureManager & textures ) : mParticles(), mType( type ), mTexture( textures.Get( Texture::Particle ) ), mVertexArray( sf::Quads ), mNeedsVertexUpdate( true ) { }