📄 gangplank.hpp
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#ifndef _GANGPLANK_HPP_
#define _GANGPLANK_HPP_
#include "Mario.hpp"
class Gangplank: public GameObject
{
private:
public:
Gangplank(GameStatePlay* app);
virtual ~Gangplank();
virtual void Update(float dt);
virtual void Render();
void Spawn(int col, int row);
void Spawn_1(int col, int row);
void Spawn_2(int col, int row);
};
Gangplank::Gangplank(GameStatePlay* app): GameObject(app)
{
}
Gangplank::~Gangplank()
{
}
void Gangplank::Update(float dt)
{
}
void Gangplank::Render()
{
}
void Gangplank::Spawn(int col, int row)
{
mX = (float)(col<<TILE_SHIFT)+16.0f;
mY = (float)(row<<TILE_SHIFT)+8.0f;
SetActive(true);
}
void Gangplank::Spawn_1(int col, int row)
{
mX = (float)(col<<TILE_SHIFT)+16.0f;
mY = (float)(row<<TILE_SHIFT)+8.0f;
SetActive(true);
}
void Gangplank::Spawn_2(int col, int row)
{
mX = (float)(col<<TILE_SHIFT)+16.0f;
mY = (float)(row<<TILE_SHIFT)+8.0f;
SetActive(true);
}
#endif
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