mAnimations.push_back(anim);
}
+Actor::Actor(std::vector<Animation*> anims):
+ mFrame(0),
+ mCurrentAnimation(0)
+{
+ mAnimations = anims;
+}
+
+Actor::Actor(std::vector<string> anims):
+ mFrame(0),
+ mCurrentAnimation(0)
+{
+ for(int i=0; i<anims.size(); i++)
+ mAnimations.Add(This.Game.CurrentLevel.GetAnimation(anim));
+}
\ No newline at end of file
{
public:
Actor(Animation *anim);
+ Actor(std::vector<Animation*> anims);
+ Actor(std::vector<string> anims);
int mFrame;/**< The frame # */
int mCurrentAnimation;/**< Index to the current loaded animation */
std::vector<Animation*> mAnimations;/**< Vector of pointers to all of this sprite's Animations */