int main() { std::string C1 = "Sevan"; std::string C2 = "Thor"; std::string C3 = "Patator"; Character Sevan(C1, 100); Warrior Thor(C2, 100, C3); std::cout << Thor.getPower() << std::endl; }
Fighter::Fighter(int x, int y, int c_player_id, int c_id, FighterName f_name, FighterType f_type) : Movement(this), Damage(this) { //setup the moves from the inputted fighter texture = new Texture(); switch (f_name) { case CAPTAIN_FALCON: moves = CaptainFalcon(); moves.name = CAPTAIN_FALCON; texture->create_texture(universe->assets->fighter_sheets[0]->s); width = 64; height = 64; offset_y = 2; break; case THOR: moves = Thor(); moves.name = THOR; texture->create_texture(universe->assets->fighter_sheets[1]->s); width = 75; height = 75; offset_x = -16; offset_y = -16; break; } player_id = c_player_id; id = c_id; pos.x = x; pos.y = y; name = f_name; type = f_type; respawning = false; invincible = false; enable_camera_view = true; animator = new Animator(texture, &src_rect, 64, 64, 5, true, true); update_move(moves.JUMP, 10, false); alpha_colour = 0; r = 1; g = 1; b = 1; if (id == 1) { r = 0; g = .5f; b = 1; }else if (id == 2) { r = 1; g = .5f; b = 0; }else if (id == 3) { r = 0; g = 1; b = .5f; } texture->set_colour(r, g, b, 1); blood_particles = universe->particles->create_particle_chunk( new ParticleEmitter(pos.x + 80, pos.y + 64, 10, 1, 4, false), BLOOD); blood_particles->max_particles = 0; }