#include "Chaser.hpp"
#include "RandomWalk.hpp"
+#include "../app/TextureIndex.hpp"
#include "../model/Model.hpp"
#include "../model/Skeletons.hpp"
#include "../rand/GaloisLFSR.hpp"
, max_entities(16)
, chunk_range(4)
, skeletons_offset(0)
-, skeletons_length(skeletons.size()) {
+, skeletons_length(skeletons.size())
+, tex_map() {
timer.Start();
}
}
}
+void Spawner::LoadTextures(TextureIndex &tex_index) {
+ tex_map.clear();
+ tex_map.push_back(tex_index.GetID("rock-1"));
+ tex_map.push_back(tex_index.GetID("rock-face"));
+}
+
void Spawner::Update(int dt) {
CheckDespawn();
timer.Update(dt);
e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
e.WorldCollidable(true);
RandomSkeleton().Instantiate(e.GetModel());
+ e.GetModel().SetTextures(tex_map);
e.AngularVelocity(rot);
Controller *ctrl;
if (random()) {