#ifndef OBJECT_AI_PUL #define OBJECT_AI_PUL #include "../AI.h" #include "./tim.h" #include "../fiz.h" #include "../../gra/model.h" #include "../../gra/sprite.h" #include "../../gra/effect/particle.h" #include "../../gra/effect/explosion.h" class PulObject: public AI { Model *InModel; Sprite *InSprite; Particle *InParticle; PlayFizState PF; vec2 ParticlePos, dir_splash, speed_object; float Radius; float Life; int TypePul, IntStepKill; AI *ParentObject; public: ~PulObject() { if(InParticle!=NULL) delete InParticle; } PulObject (vec2 in,float rot,int TypeGun); Sprite *ExplosionSprite; void WriteParent(AI *AIin){ParentObject=AIin;} AI *GetParent(){return ParentObject;} void WriteModel(Model *in){InModel=in;Radius=InModel->Radius;} void WriteSprite(Sprite *in){InSprite=in;} void WriteParticlePos(vec2 in){ParticlePos=in;} void WriteParticle(Particle *in){InParticle=in;} int GetTypePul(){return TypePul;} void BeginExplosion(); //virtual virtual float GetRadius() { if(InModel==NULL) return 0.3; else return Radius; } //virtual float GetRadius(){return Radius;} virtual void Dem(AI *in); virtual PlayFizState *GetPFS(){return &PF;} virtual int Draw(); virtual vec2 GetCord(); virtual vec2 *GetUCord(); virtual int Calc(); //Virtual AI //AI }; #endif