/*
* Actor.cpp
*
* Created on: 02.09.2012
* Author: Felix
*/
#include "Character.h"
#include <algorithm>
#include <assert.h>
std::vector<Character*> Character::mInstances = std::vector<Character*>();
/**
* Saves pointer to this instance in static var for think().
Character::Character(const sf::String& texturePath, const PhysicalData& data, int health) :
Sprite(texturePath, data),
mMaxHealth(health),
mCurrentHealth(health) {
mInstances.push_back(this);
}
* Deletes pointer from think() static var.
Character::~Character() {
auto it = std::find(mInstances.begin(), mInstances.end(), this);
assert(it != mInstances.end());
mInstances.erase(it);
* Calls onThink on all Actor instances.
* @param elapsedTime Amount of time to simulate.
void
Character::think(float elapsedTime) {
for (auto i : mInstances) {
i->onThink(elapsedTime);
* Subtracts health from Actor.
* @param damage Amount of health to subtract.
Character::onDamage(int damage) {
mCurrentHealth -= damage;
if (mCurrentHealth <= 0) {
mCurrentHealth = 0;
onDeath();
* Called when health reaches zero. Does nothing by default.
Character::onDeath() {