Environment::Environment(std::string passed_className, float* passed_CameraX, float* passed_CameraY, coordinates* passed_spawn, CSDL_Setup* passed_csdl_setup, int passed_ID, int passed_PosX, int passed_PosY) { className = passed_className; CameraX = passed_CameraX; CameraY = passed_CameraY; spawn = passed_spawn; csdl_setup = passed_csdl_setup; ID = passed_ID; PosX = passed_PosX; PosY = passed_PosY; LoadConfigs(); Rect.x = PosX; Rect.y = PosY; image = new CSprite(csdl_setup->GetRenderer(), FilePathSprite, Rect.x, Rect.y, Rect.w, Rect.h, CameraX, CameraY, CCollisionRectangle(hitbox.x,hitbox.y,hitbox.w,hitbox.h), csdl_setup ); image->SetUpAnimation(SpriteCropX,SpriteCropY); }
Environment::Environment(std::string passed_className, float* passed_CameraX, float* passed_CameraY, coordinates* passed_spawn, CSDL_Setup* passed_csdl_setup, SDL_Rect passed_Hitbox, bool passed_ExistOnMap, int passed_ID, int passed_PosX, int passed_PosY, std::string passed_ActiveAnimation, std::map<std::string, AnimationInfo> passed_Animations) { className = passed_className; spawn = passed_spawn; CameraX = passed_CameraX; CameraY = passed_CameraY; csdl_setup = passed_csdl_setup; hitbox = passed_Hitbox; ExistOnMap = passed_ExistOnMap; ID = passed_ID; PosX = passed_PosX; PosY = passed_PosY; ActiveAnimation = passed_ActiveAnimation; Animations = passed_Animations; LoadConfigs(); image = new CSprite(csdl_setup->GetRenderer(), FilePathSprite, Rect.x, Rect.y, Rect.w, Rect.h, CameraX, CameraY, CCollisionRectangle(hitbox.x,hitbox.y,hitbox.w,hitbox.h), csdl_setup ); }
Tree::Tree(int passed_x, int passed_y, float *passed_CameraX, float *passed_CameraY, CSDL_Setup* csdl_setup) { CameraX = passed_CameraX; CameraY = passed_CameraY; x = passed_x; y = passed_y; Trunk = new CSprite(csdl_setup->GetRenderer(), "Data/resources/environment/Trunk.png", x, y, 43, 145, CameraX, CameraY, CCollisionRectangle(0,110,43,36)); Crown = new CSprite(csdl_setup->GetRenderer(), "Data/resources/environment/Crown.png", x - 72, y - 115, 183, 165, CameraX, CameraY, CCollisionRectangle()); cout << "Constructor Tree" << endl; }