text: //  Module:             GamePlay Programming
  //  Assignment2:        Roach One
  //  Student Name:       Choong Di Han Derrick, Andre hiu yuan xiang, Ting hong yang
  //  Student Number:     S10161350, S10159859, S10127976
  
  #include "Tornado.h"
  
  Tornado::Tornado() : Entity()
  {
  	spriteData.width = TornadoNS::WIDTH;           // size of asteroid
  	spriteData.height = TornadoNS::HEIGHT;
  	spriteData.x = TornadoNS::X;                   // location on screen
  	spriteData.y = TornadoNS::Y;
  	spriteData.rect.bottom = TornadoNS::HEIGHT;    // rectangle to select parts of an image
  	spriteData.rect.right = TornadoNS::WIDTH;
  	velocity.x = 100;                             // velocity X
  	velocity.y = 100;                             // velocity Y
  	mass = TornadoNS::MASS;
  	collisionType = entityNS::CIRCLE;
  	radius = TornadoNS::WIDTH/2;
  	spriteData.scale = 1;
  }
  //=============================================================================
  // Initialize the Asteroid.
  // Post: returns true if successful, false if failed
  //=============================================================================
  bool Tornado::initialize(Game *gamePtr, int width, int height, int ncols, TextureManager *textureM)
  {
  	return(Entity::initialize(gamePtr, width, height, ncols, textureM));
  }
  void Tornado::draw()
  {
  	Image::draw();
  }
  void Tornado::update(float frameTime)
  {
  	Entity::update(frameTime);
  	spriteData.x -= frameTime * velocity.x;         
  }
  