#include "finish_block.hpp" #include "game.hpp" const unsigned int FinishBlock::TYPE_ID = 4; FinishBlock::FinishBlock() : Block() {} FinishBlock::~FinishBlock() {} Object::Ptr FinishBlock::clone() const { return Object::Ptr(new FinishBlock(*this)); } void FinishBlock::prepareDraw(ResourceManager& resources) { Block::prepareDraw(resources); sprite.setOrigin(sf::Vector2f(23, 41)); sprite.setTexture(resources.getTexture("finish_block.tga"), true); } void FinishBlock::activate(Game& game, Object* object) { Block::activate(game, object); // TODO: implémenter le comportmeent des blocs d'arrivée } unsigned int FinishBlock::getTypeId() const { return TYPE_ID; } void FinishBlock::init(std::ifstream& file, Object::Ptr object) { // lecture des propriétés d'un bloc Block::init(file, object); } Object::Ptr FinishBlock::load(std::ifstream& file) { Object::Ptr object = Object::Ptr(new FinishBlock); FinishBlock::init(file, object); return object; } void FinishBlock::save(std::ofstream& file) const { // écriture des propriétés d'un bloc Block::save(file); }