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Batch.cpp
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Batch.cpp
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#include <iostream>
#include <utility>
#include <memory>
#include "Utilities.hpp"
#include "Units.hpp"
#include "SFML/Graphics.hpp"
#include "ActiveUnits.hpp"
#include "PassiveUnits.hpp"
#include "Batch.hpp"
Batch::Batch(TextureHolder& Holder)
{
std::unique_ptr<Entity> wsk(new Player(ObjectTypes::Hero,sf::Vector2f{2100,100},Holder.GetTexture(ObjectTypes::Hero)));
_Hero=std::move(wsk);
std::shared_ptr<Entity> ptr(new gf::GroundFloor(ObjectTypes::GroundFloor,sf::Vector2f(0,1300),sf::IntRect(0,1300,3000,100),Holder.GetTexture(ObjectTypes::GroundFloor)));
_FirstPlan.push_back(std::move(ptr));
std::shared_ptr<Entity> platf(new gf::GroundFloor(ObjectTypes::GroundFloor,sf::Vector2f(1000,900),sf::IntRect(1000,900,300,100),Holder.GetTexture(ObjectTypes::GroundFloor)));
_FirstPlan.push_back(std::move(platf));
std::shared_ptr<Observer> obs (new Observer);
_Observers.push_back(std::move(obs));
std::shared_ptr<Entity> ptrr(new EndGate(ObjectTypes::End,sf::Vector2f{2000,1200},Holder.GetTexture(ObjectTypes::End)));
ptrr->SetObserver((_Observers.back()));
_SpecialPoints.push_back(std::move(ptrr));
std::shared_ptr<Entity> te (new Platform(ObjectTypes::Platforma,sf::Vector2f(1800,800),sf::IntRect(1800,800,300,100),Holder.GetTexture(ObjectTypes::Platforma)));
_FirstPlan.push_back(std::move(te));
std::shared_ptr<Observer> obss (new Observer);
_Observers.push_back(std::move(obss));
std::unique_ptr<Entity> tet(new Coin(ObjectTypes::Dolar,sf::Vector2f{-100,200},Holder.GetTexture(ObjectTypes::Dolar)));
tet->SetDependent(_FirstPlan.back());
tet->SetObserver(_Observers.back());
_Findings.push_back(std::move(tet));
obss.reset(new Observer);
_Observers.push_back(obss);//nowe
tet.reset(new Coin(ObjectTypes::Dolar,sf::Vector2f{100,1200},Holder.GetTexture(ObjectTypes::Dolar)));
tet->SetObserver(_Observers.back());
_Findings.push_back(std::move(tet));
tet.reset(new BasicWalkingEnemy(ObjectTypes::BWEnemy,sf::Vector2f{600,1200},Holder.GetTexture(ObjectTypes::BWEnemy)));
obss.reset(new Observer);
_Observers.push_back(obss);//nowe
tet->SetObserver(_Observers.back());
_Monsters.push_back(std::move(tet));
tet.reset(new BasicFlyingEnemy(ObjectTypes::BFEnemy,sf::Vector2f{1000,100},Holder.GetTexture(ObjectTypes::BFEnemy)));
obss.reset(new Observer);
_Observers.push_back(obss);//nowe
tet->SetObserver(_Observers.back());
_Monsters.push_back(std::move(tet));
}