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Block.h
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Block.h
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#pragma once
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <SFML/System.hpp>
enum IDs
{
AirID,
GrassID,
DirtID,
RockID,
WoodID,
PlankID,
LeavesID,
CactusID,
SandID,
ChestID,
CraftingTableID,
ClayID,
BricksID,
HayID,
DiamondID,
IronID,
EmeraldID,
GoldID,
FurnaceID,
WoodenSwordID,
StoneSwordID,
IronSwordID,
GoldenSwordID,
DiamondSwordID,
EmeraldSwordID,
WoodenPickaxeID,
StonePickaxeID,
IronPickaxeID,
GoldenPickaxeID,
DiamondPickaxeID,
EmeraldPickaxeID,
StickID,
AppleID,
IronIngotID,
GoldIngotID,
DiamondItemID,
EmeraldItemID
};
class Block : public sf::Sprite
{
protected:
IDs ID;
IDs dropID;
public:
Block();
virtual void test() = 0;
IDs getDropID();
};
class B
{
public:
IDs ID;
sf::FloatRect rect;
int durability;
B() {}
B(IDs id, sf::FloatRect r)
{
ID = id;
rect = r;
switch (ID) {
case(IDs::GrassID): {durability = 100; break; }
case(IDs::DirtID): {durability = 100; break; }
case(IDs::RockID): {durability = 1000; break; }
case(IDs::WoodID): {durability = 500; break; }
case(IDs::PlankID): {durability = 400; break; }
case(IDs::LeavesID): {durability = 10; break; }
case(IDs::CactusID): {durability = 50; break; }
case(IDs::SandID): {durability = 100; break; }
case(IDs::ChestID): { durability = 400; break; }
case(IDs::CraftingTableID): { durability = 400; break; }
case(IDs::ClayID): { durability = 100; break; }
case(IDs::BricksID): { durability = 1000; break; }
case(IDs::HayID): { durability = 100; break; }
case(IDs::DiamondID): { durability = 4000; break; }
case(IDs::IronID): { durability = 2000; break; }
case(IDs::EmeraldID): { durability = 3000; break; }
case(IDs::GoldID): { durability = 3000; break; }
case(IDs::FurnaceID): { durability = 1000; break; }
}
}
};