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Conversion MobsIA en KinematicBody2D
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parent
bf1e311adb
commit
90426616d7
@ -59,8 +59,9 @@ void GestionJeu::create_scene()
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add_child(gPlayer);
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add_child(gPlayer);
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add_child(gTerrain);
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add_child(gTerrain);
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gMobs->AjoutMobC2C(10, 20, 5, 0, 1, 25);
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gMobs->AjoutMobC2C(10, 20, 5, 0, 1, 25);
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for (MobsIA* m : gMobs->mobs)
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for (KinematicBody2D* m : gMobs->mobs)
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{
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{
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auto mob = (MobsCorpACorpIA*) m;
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Godot::print("Add child mob");
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Godot::print("Add child mob");
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add_child(m);
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add_child(m);
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}
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}
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@ -4,7 +4,7 @@
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void GestionMobs::AjoutMobC2C(int pvMax, int speed, int degat, int cooldown, int rangeDegat, int rangeAgro)
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void GestionMobs::AjoutMobC2C(int pvMax, int speed, int degat, int cooldown, int rangeDegat, int rangeAgro)
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{
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{
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MobsCorpACorpIA* fireElement = (MobsCorpACorpIA*) MobsCorpACorpIA::_new();
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MobsCorpACorpIA* fireElement = MobsCorpACorpIA::_new();
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mobs.push_back(fireElement);
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mobs.push_back(fireElement);
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}
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}
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@ -7,7 +7,7 @@
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class GestionMobs
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class GestionMobs
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{
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{
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public :
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public :
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std::vector<MobsIA*> mobs;
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std::vector<KinematicBody2D*> mobs;
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public:
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public:
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void AjoutMobC2C(int pvMax, int speed, int degat, int cooldown, int rangeDegat, int rangeAgro);
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void AjoutMobC2C(int pvMax, int speed, int degat, int cooldown, int rangeDegat, int rangeAgro);
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