text: #ifndef __DRUNKCUSTOMER_H__
  #define __DRUNKCUSTOMER_H__
  
  #include "Enemy.h"
  
  
  class Render;
  class Textures;
  
  
  class DrunkCustomer : public Enemy
  {
  public:
  
      // Get unique instance of the class
      static DrunkCustomer* GetInstance(Render* render, Textures* tex);
      
      // Delete the instance
      void ResetInstance();
  
  
      bool Update(float dt);
  
      bool Draw();
  
      bool UnLoad();
  
      void SetTexture(SDL_Texture *tex);
  
      SDL_Rect GetBounds();
  
  public:
  
      Animation* drunkCustomerAnim = new Animation();
      SDL_Texture* drunkCustomerTexture;
      int width, height;
  
  private:
  
      // ----- SINGLETON METHODS ----- //
      // Singleton instance
      static DrunkCustomer* instance;
      // Private Constructor
      DrunkCustomer(Render* render, Textures* tex);
      // Private Destructor
      virtual ~DrunkCustomer();
      // Declare the copy constructor and the assignment operator
      // as private (or delete them explicitly) to prevent cloning your object
      DrunkCustomer(const DrunkCustomer&);
      DrunkCustomer& operator=(const DrunkCustomer&);
      // ----------------------------- //
  
  private:
  
      Render* render;
      Textures* tex;
  };
  
  #endif // __DRUNKCUSTOMER_H__
  