//#include "Pipe.h" // //#include // //Pipe::Pipe(float x, float y, // std::shared_ptr pipe_top_texture_s, // std::shared_ptr pipe_shaft_texture_s, // std::shared_ptr pipe_shaft_shader_s) : // position(x, y), // pipe_top_texture(std::move(pipe_top_texture_s)), // pipe_shaft_texture(std::move(pipe_shaft_texture_s)), // pipe_shaft_shader(std::move(pipe_shaft_shader_s)), // momentum(1.0) //{ // pipe_top = sf::Sprite(*pipe_top_texture); // pipe_shaft = sf::Sprite(*pipe_shaft_texture); // // pipe_top.setPosition(position); //} // //void Pipe::tick(float step, float speed) { // position.x += step * speed; // pipe_top.setPosition(position); // // auto pos = pipe_top.getPosition(); // pos.y += 25; // pipe_shaft.setPosition(pos); //} // //void Pipe::draw(sf::RenderTarget &target, sf::RenderStates states) const{ // states.shader = &*pipe_shaft_shader; // target.draw(pipe_top, states); // target.draw(pipe_shaft, states); //} // //bool Pipe::collides(sf::FloatRect bounds) { // return false; //}