Open kenny-designs opened 8 years ago
In order to create a new unit the coder has to go through several steps over and over again. Take the following for example:
zombieUnit.setUnit("zombieAnim.x", "Zombie", 0.02f, 0.375f); zombieUnit.LoadXFile("zombieAnim.x"); allUnits.push_back(&zombieUnit); zombieUnit.SetCurrentAnimation(zombieUnit.GetCurrentAnimation() + 2); zombieUnit2.setUnit("zombieAnim.x", "Zombie2", 0.02f, 0.375f); zombieUnit2.LoadXFile("zombieAnim.x"); zombieUnit2.endPosition.x = 1.0f; allUnits.push_back(&zombieUnit2); zombieUnit2.SetCurrentAnimation(zombieUnit2.GetCurrentAnimation() + 2); zombieUnit3.setUnit("zombieAnim.x", "Zombie3", 0.02f, 0.375f); zombieUnit3.LoadXFile("zombieAnim.x"); zombieUnit3.endPosition.x = 4.0f; allUnits.push_back(&zombieUnit3); zombieUnit3.SetCurrentAnimation(zombieUnit3.GetCurrentAnimation() + 2);
This all must be done to spawn three zombies. That is far too much work. Create a .h and .cpp file that will act as a cookie cutter to spawn in pre-created unit types such as zombies, marines, orks, etc...
In order to create a new unit the coder has to go through several steps over and over again. Take the following for example:
This all must be done to spawn three zombies. That is far too much work. Create a .h and .cpp file that will act as a cookie cutter to spawn in pre-created unit types such as zombies, marines, orks, etc...