Populating the sound emitters
Open the Engine.h
file and add a new prototype for a populateEmitters
function and a new STL vector
of Vector2f
objects:
... ... ... // Run will call all the private functions bool detectCollisions(PlayableCharacter& character); // Make a vector of the best places to emit sounds from void populateEmitters(vector <Vector2f>& vSoundEmitters, int** arrayLevel); // A vector of Vector2f for the fire emitter locations vector <Vector2f> m_FireEmitters; public: ... ... ...
The populateEmitters
function takes a vector
of Vector2f
objects as a parameter, as well as a pointer to pointer...