#include "enemy.h" // /////////////////////////////////////////////////////////// // static Textures::Id toTextureID(const Enemy::Type& type) { switch (type) { case Enemy::Type::Shotguner: return Textures::Id::Shotguner; case Enemy::Type::Weakling: return Textures::Id::Weakling; case Enemy::Type::Player: return Textures::Id::Player; } return Textures::Id::Weakling; } // /////////////////////////////////////////////////////////// // Enemy::Enemy(Type type, const TextureHolder& texture_holder) : enemy_type(type), enemy_sprite(texture_holder.get(toTextureID(type))) { const sf::FloatRect bounds = enemy_sprite.getLocalBounds(); enemy_sprite.setOrigin(bounds.width / 2.f, bounds.height / 2.f); } Enemy::~Enemy() {} Enemy::Type Enemy::type() const { return enemy_type; } Category::Type Enemy::category() const { return Category::Type::Enemy; } void Enemy::drawCurrent(sf::RenderTarget& target, sf::RenderStates states) const { target.draw(enemy_sprite, states); }