dungeonanddeamon/DungeonAndDeamonScript/DungeonAndDemaonScript/MobsCorpACorpIA.cpp
2020-04-29 16:33:11 +02:00

100 lines
2.0 KiB
C++

#include "MobsCorpACorpIA.h"
#include <ConfigFile.hpp>
#include <Input.hpp>
#include <ResourceLoader.hpp>
#include <Texture.hpp>
#include "MobsCorpACorp.h"
MobsCorpACorpIA::MobsCorpACorpIA()
{
sprite_MobsCorpACorp_ptr = Sprite::_new();
collision_MobsCorpACorp_ptr = CollisionShape2D::_new();
texture_MobsCorpACorp_ptr.instance();
texture_MobsCorpACorp_ptr->_new();
shape_MobsCorpACorp_ptr.instance();
shape_MobsCorpACorp_ptr->_new();
}
void MobsCorpACorpIA::_register_methods()
{
Godot::print("register Mobs...");
register_method("_process", &MobsCorpACorpIA::_process);
register_method("_init", &MobsCorpACorpIA::_init);
register_method("_ready", &MobsCorpACorpIA::_ready);
Godot::print("register Mobs OK!");
}
void MobsCorpACorpIA::_process(float delta)
{
m.velocity = move_and_slide(m.velocity);
}
void MobsCorpACorpIA::_init()
{
Godot::print("init Mobs");
createMobsCorpACorp();
}
void MobsCorpACorpIA::createMobsCorpACorp()
{
add_child(sprite_MobsCorpACorp_ptr);
add_child(collision_MobsCorpACorp_ptr);
Godot::print("Creation mobs");
}
void MobsCorpACorpIA::_ready()
{
setupMobsCorpACorp();
}
void MobsCorpACorpIA::setupMobsCorpACorp()
{
//Setup du shape
Godot::print("SetUp de Shape Mobs");
shape_MobsCorpACorp_ptr.ptr()->_new();
//Chargement de la texture
Godot::print("SetUp de Texture Mobs");
texture_MobsCorpACorp_ptr = ResourceLoader::get_singleton()->load("res://Character/Fire Elemental Sprite Sheet/fireelemental00.png");
//setup du sprite
Godot::print("SetUp de Sprite Mobs");
sprite_MobsCorpACorp_ptr->set_texture(texture_MobsCorpACorp_ptr);
//setup du collision Shape
Godot::print("SetUp de CollisionShape Mobs");
collision_MobsCorpACorp_ptr->set_shape(shape_MobsCorpACorp_ptr);
}
void MobsCorpACorpIA::setPosition(int x, int y)
{
Transform2D t;
Vector2 v;
Size2 s;
//setup de la size
s.x = 1;
s.y = 1;
v.x = x;
v.y = y;
t.set_origin(v);
t.scale(s);
set_transform(t);
}
void MobsCorpACorpIA::mouvement()
{
m.velocity = Vector2(0, 0);
m.velocity.y += gravity;
}