#pragma once #include using namespace Framework; class DeadPlayer : public Object2D { private: Model2DObject *m2a; Model2DObject *m2b; double alpha; struct SaveData { Vertex posA; Vertex speedA; float rotA; float rotSA; Vertex posB; Vertex speedB; float rotB; float rotSB; double alpha; }; SaveData alt; public: DeadPlayer( Model2DData *mda, Model2DData *mdb, Vertex posa, Vertex posb, Vertex speedA, Vertex speedB, float curRotA, float curRotB, float rotA, float rotB, Textur2D *zTextur ); ~DeadPlayer(); void render( Mat3< float > &kamMat, Bild &zRObj, const char *kamName ) override; bool tick( const WeltInfo &info, double zeit ) override; Rect2< float > getBoundingBox() const override; bool isFinished() const; void save(); void load(); };