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- #include "DeadPlayer.h"
- #include "../Define.h"
- #include <Textur2D.h>
- #include <Bild.h>
- 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 >();
- }
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