Samples/Flash/Flash.cpp
void TestScene::InitAnimation(Animation *animation, Entity *eParent)
	{
		for (int i = 0; i < animation->parts.size(); i++)
		{
			Entity *entity = animation->parts[i].CreateEntity(textureSheet);
			if (entity)
			{
				animation->parts[i].entity = entity;
				Add(entity);
				entity->SetParent(eParent);
			}
		}
	}
// create objects required to make the animation in the entity eParent
// if eParent is NULL, add to the scene instead
create objects required to make the animation in the entity eParent
if eParent is NULL, add to the scene instead
create objects required to make the animation in the entity eParent if eParent is NULL add to the scene instead
void TestScene::InitAnimation(Animation *animation, Entity *eParent)
	{
		for (int i = 0; i < animation->parts.size(); i++)
		{
			Entity *entity = animation->parts[i].CreateEntity(textureSheet);
			if (entity)
			{
				animation->parts[i].entity = entity;
				Add(entity);
				entity->SetParent(eParent);
			}
		}
	}
void TestScene :: InitAnimation ( Animation * animation , Entity * eParent ) { for ( int i = 0 ; i < animation -> parts . size ( ) ; i ++ ) { Entity * entity = animation -> parts [ i ] . CreateEntity ( textureSheet ) ; if ( entity ) { animation -> parts [ i ] . entity = entity ; Add ( entity ) ; entity -> SetParent ( eParent ) ; } } }
create objects required to make the animation in the entity eParent
if eParent is NULL, add to the scene instead
create objects required to make the animation in the entity eParent if eParent is NULL add to the scene instead