Exemplo n.º 1
0
/*
* Copy constructor for the Avatar class
*/
Avatar::Avatar(const Avatar &a) :
Actor(),
_name(a.GetName()),
_level(a.GetLevel()),
_health(a.GetHealth()),
_class(a.GetClass()),
_sprite_image(a._sprite_image)
{
	_sprite_texture.loadFromImage(_sprite_image);
	_sprite = sf::Sprite(_sprite_texture);
}
Exemplo n.º 2
0
/*
* Copy constructor for the Avatar class
*/
Avatar::Avatar(const Avatar &a) :
	Actor(),
	_name(a.GetName()),
	_level(a.GetLevel()),
	_health(a.GetHealth()),
	_maxHealth(a.GetMaxHealth()),
	_class(a.GetClass()),
	_sprite_image(a._sprite_image),
	_numWins(a.GetWins()),
	_numLosses(a.GetLosses()),
	_xp(a.GetXp()),
	_levelup(a.GetLevelUp())
{
	_sprite_texture.loadFromImage(_sprite_image);
	_sprite = sf::Sprite(_sprite_texture);
}
Exemplo n.º 3
0
/**
* Saves and then loads an Avatar, then ensures that the loaded Avatar matched the original.
*/
TEST(TestAvatarSerializer, TestSaveAndLoad)
{
	// Create the new avatar
	Avatar avatar("SomeCreativeNameHere", 23, ClassType::Mage);

	// Save the avatar to disk
	AvatarSerializer::GetInstance().SaveAvatar(avatar);

	// Load the avatar
	ASSERT_TRUE(AvatarSerializer::GetInstance().LoadAvatar("SomeCreativeNameHere"));

	// Make sure the loaded avatar matches our original
	Avatar *loadedAvatar = AvatarSerializer::GetInstance().GetPlayer();
	EXPECT_EQ(avatar.GetName(), loadedAvatar->GetName());
	EXPECT_EQ(avatar.GetLevel(), loadedAvatar->GetLevel());
	EXPECT_EQ(avatar.GetClass().GetClassType(), loadedAvatar->GetClass().GetClassType());

	std::remove("SomeCreativeNameHere.dat"); // Remove the saved avatar
}