#include "DeadPlayer.h" #include "../Define.h" #include #include DeadPlayer::DeadPlayer( Model2DData *mda, Model2DData *mdb, Punkt posa, Punkt posb, Vertex speedA, Vertex speedB, float curRotA, float curRotB, float rotA, float rotB, Textur2D *zTextur ) : Object2D() { m2a = new Model2DObject(); m2a->setModel( mda ); m2a->setPosition( posa ); m2a->setTextur( zTextur->getThis() ); m2a->setDrehung( curRotA ); m2b = new Model2DObject(); m2b->setModel( mdb ); m2b->setPosition( posb ); m2b->setTextur( zTextur->getThis() ); m2b->setDrehung( curRotB ); this->speedA = speedA; this->speedB = speedB; this->rotA = rotA; this->rotB = rotB; alpha = 255; } DeadPlayer::~DeadPlayer() { m2a->release(); m2b->release(); } void DeadPlayer::render( Mat3< float > &kamMat, Bild &zRObj ) { zRObj.setAlpha( (unsigned char)alpha ); m2a->render( kamMat, zRObj ); m2b->render( kamMat, zRObj ); zRObj.releaseAlpha(); } bool DeadPlayer::tick( const WeltInfo &info, double zeit ) { m2a->tick( info, zeit ); m2b->tick( info, zeit ); alpha -= zeit * 15; if( alpha < 0 ) { alpha = 0; return 1; } return 0; } Rect2< float > DeadPlayer::getBoundingBox() const { return Rect2< float >(); }