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entity.cpp
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#include "entity.h"
void Entity::draw(RenderTarget& target, RenderStates state)const
{
target.draw(this->sprite, state);
}
Vector2f Entity::getPosition()
{
return sprite.getPosition();
}
void Entity::setPosition(Vector2f position)
{
startingPosition = position;
sprite.setPosition(position);
}
void Entity::update()
{
this->sprite.move(this->velocity);
}
float Entity::left()
{
return this->sprite.getPosition().x - Width / 2.f;
}
float Entity::right()
{
return this->sprite.getPosition().x + Width / 2.f;
}
float Entity::top()
{
return this->sprite.getPosition().y - Height / 2.f;
}
float Entity::bottom()
{
return this->sprite.getPosition().y + Height / 2.f;
}
void Entity::moveLeft()
{
this->sprite.move(sf::Vector2f(-1, 0));
}
void Entity::moveRight()
{
this->sprite.move({ 1,0 });
}
void Entity::moveTop()
{
this->sprite.move({ 0,-1 });
}
void Entity::moveBottom()
{
this->sprite.move({ 0,1 });
}
void Entity::reset()
{
sprite.setPosition(startingPosition);
isAlive = true;
}
void Entity::repair() {
if (!texture.loadFromFile("assets/image/" + file, sf::IntRect(0, 0, Height, Width)))
{
std::cout << "Error: Texture did not load." << std::endl;
}
sprite.setTexture(texture);
}