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//#include "Pipe.h"
//
//#include <utility>
//
//Pipe::Pipe(float x, float y,
// std::shared_ptr<sf::Texture> pipe_top_texture_s,
// std::shared_ptr<sf::Texture> pipe_shaft_texture_s,
// std::shared_ptr<sf::Shader> pipe_shaft_shader_s) :
// position(x, y),
// pipe_top_texture(std::move(pipe_top_texture_s)),
// pipe_shaft_texture(std::move(pipe_shaft_texture_s)),
// pipe_shaft_shader(std::move(pipe_shaft_shader_s)),
// momentum(1.0)
//{
// pipe_top = sf::Sprite(*pipe_top_texture);
// pipe_shaft = sf::Sprite(*pipe_shaft_texture);
//
// pipe_top.setPosition(position);
//}
//
//void Pipe::tick(float step, float speed) {
// position.x += step * speed;
// pipe_top.setPosition(position);
//
// auto pos = pipe_top.getPosition();
// pos.y += 25;
// pipe_shaft.setPosition(pos);
//}
//
//void Pipe::draw(sf::RenderTarget &target, sf::RenderStates states) const{
// states.shader = &*pipe_shaft_shader;
// target.draw(pipe_top, states);
// target.draw(pipe_shaft, states);
//}
//
//bool Pipe::collides(sf::FloatRect bounds) {
// return false;
//}