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- switch (m_LevelObjectTypeSwitch[object->GetName()])
- {
- case 1: // Box
- {
- // Creates the box.
- CEntityTileBox* boxEntity = new CEntityTileBox(object->GetX(), object->GetY());
- AddEntity(boxEntity, DYNAMIC_COLLISION, 1);
- break;
- }
- case 2: // Canon
- {
- CEntityCanon* canonEntity = new CEntityCanon(object->GetX(), object->GetY());
- AddEntity(canonEntity, DYNAMIC_COLLISION);
- break;
- }
- case 3: // Prison
- {
- // Creates the prison.
- CEntityPrison* prisonEntity = new CEntityPrison(object->GetX(), object->GetY(), object->GetWidth(), object->GetHeight());
- AddEntity(prisonEntity, DYNAMIC_COLLISION);
- break;
- }
- case 4: // Prisoner
- {
- // Loads the prisoner.
- CEntity* prisonerEntity = m_EntityLoader->LoadEntity("Resource/Entity/EntityPrisoner1.xml", object->GetX(), object->GetY());
- AddEntity(prisonerEntity, DYNAMIC_COLLISION);
- break;
- }
- case 5: // Platform
- {
- // Creates the platform.
- CEntityTilePlatform* platformEntity = new CEntityTilePlatform(22, (float)object->GetX(), (float)object->GetY());
- AddEntity(platformEntity, DYNAMIC_COLLISION);
- break;
- }
- case 6: // EnemySpawn
- {
- // Loads the enemy.
- CEntity* enemyEntity = m_EntityLoader->LoadEntity("Resource/Entity/EntityEnemy1.xml", object->GetX(), object->GetY());
- AddEntity(enemyEntity, DYNAMIC_COLLISION);
- break;
- }
- case 7: // PlayerSpawn
- {
- // Creates the player
- CEntityPlayer* playerEntity = new CEntityPlayer(object->GetX(), object->GetY());
- // Calculates the level offset.
- SGameWindowViewport* viewport = CGameWindow::GetWindowViewport();
- m_LevelStats->m_LevelOffset = TVector2((viewport->W / 6) - object->GetX(), (viewport->H / 6) - object->GetY());
- AddEntity(playerEntity, DYNAMIC_NOCOLLISION);
- break;
- }
- default:
- {
- break;
- }
- }
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