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LevelObjectToEntity

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Dec 5th, 2014
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  1. switch (m_LevelObjectTypeSwitch[object->GetName()])
  2. {
  3.     case 1:  // Box
  4.     {
  5.         // Creates the box.
  6.         CEntityTileBox* boxEntity = new CEntityTileBox(object->GetX(), object->GetY());
  7.  
  8.         AddEntity(boxEntity, DYNAMIC_COLLISION, 1);
  9.         break;
  10.     }
  11.     case 2:  // Canon
  12.     {
  13.         CEntityCanon* canonEntity = new CEntityCanon(object->GetX(), object->GetY());
  14.  
  15.         AddEntity(canonEntity, DYNAMIC_COLLISION);
  16.         break;
  17.     }
  18.     case 3:  // Prison
  19.     {
  20.         // Creates the prison.
  21.         CEntityPrison* prisonEntity = new CEntityPrison(object->GetX(), object->GetY(), object->GetWidth(), object->GetHeight());
  22.  
  23.         AddEntity(prisonEntity, DYNAMIC_COLLISION);
  24.         break;
  25.     }
  26.     case 4:  // Prisoner
  27.     {
  28.         // Loads the prisoner.
  29.         CEntity* prisonerEntity = m_EntityLoader->LoadEntity("Resource/Entity/EntityPrisoner1.xml", object->GetX(), object->GetY());
  30.  
  31.         AddEntity(prisonerEntity, DYNAMIC_COLLISION);
  32.         break;
  33.     }
  34.     case 5:  // Platform
  35.     {
  36.         // Creates the platform.
  37.         CEntityTilePlatform* platformEntity = new CEntityTilePlatform(22, (float)object->GetX(), (float)object->GetY());
  38.  
  39.         AddEntity(platformEntity, DYNAMIC_COLLISION);
  40.         break;
  41.     }
  42.     case 6:  // EnemySpawn
  43.     {
  44.         // Loads the enemy.
  45.         CEntity* enemyEntity = m_EntityLoader->LoadEntity("Resource/Entity/EntityEnemy1.xml", object->GetX(), object->GetY());
  46.  
  47.         AddEntity(enemyEntity, DYNAMIC_COLLISION);
  48.         break;
  49.     }
  50.     case 7:  // PlayerSpawn
  51.     {
  52.         // Creates the player
  53.         CEntityPlayer* playerEntity = new CEntityPlayer(object->GetX(), object->GetY());
  54.  
  55.         // Calculates the level offset.
  56.         SGameWindowViewport* viewport = CGameWindow::GetWindowViewport();
  57.         m_LevelStats->m_LevelOffset = TVector2((viewport->W / 6) - object->GetX(), (viewport->H / 6) - object->GetY());
  58.  
  59.         AddEntity(playerEntity, DYNAMIC_NOCOLLISION);
  60.         break;
  61.     }
  62.     default:
  63.     {
  64.         break;
  65.     }
  66. }
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