needed to push some big changes before I lose them
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d84b2810d2
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d767806e1c
35 changed files with 637 additions and 138 deletions
31
Ship.h
31
Ship.h
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@ -6,19 +6,19 @@
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#define SFML_TEMPLATE_SHIP_H
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class Ship : public MySprite {
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class Ship : public Mount {
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public:
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Ship(const sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float direction) : MySprite(texture, scale, xPos, yPos, velocity, direction) {}
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Ship(const sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float direction) : Mount(texture, scale, xPos, yPos, velocity, direction) {}
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static void shoot(std::vector<MySprite*>* projectiles, Sound &sound, sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float direction) {
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projectiles->push_back(new MySprite(texture, scale, xPos, yPos, velocity, direction));
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void shoot(std::vector<MySprite> &projectiles, Sound &sound, sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float direction) {
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projectiles.emplace_back(texture, scale, xPos, yPos, velocity, direction);
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sound.play();
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}
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bool hit(RenderWindow &window, vector<MySprite*> &animations, Texture &explosionTexture, default_random_engine &gen, Texture &shieldTexture, int scale, Clock &timer) {
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bool hit(RenderWindow &window, vector<MySprite> &animations, Texture &explosionTexture, default_random_engine &gen, Texture &shieldTexture, int scale, Clock &timer) {
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uniform_int_distribution<int> angle(0, 359);
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animations.push_back(new MySprite(explosionTexture, 100, getXPos(), getYPos(), 0, angle(gen)));
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animations[animations.size() - 1]->makeAnimated(5, 5, 0.01,23);
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animations.emplace_back(explosionTexture, 100, getXPos(), getYPos(), 0, angle(gen));
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animations[animations.size() - 1].makeAnimated(5, 5, 0.01,23);
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setPosition(window.getSize().x/2, window.getSize().y/2);
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setDirection(0);
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@ -29,10 +29,10 @@ public:
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return lives <= 0;
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}
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void newLife(vector<Drawable*> &gui, Texture &life, RenderWindow &window, Sound &sound) {
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void newLife(vector<MySprite> &lifeVec, Texture &life, RenderWindow &window, Sound &sound) {
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setNumLivesAdded(getNumLivesAdded() + 1);
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setLives(getLives() + 1);
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gui.insert(gui.begin() + getLives(),new MySprite(life, 20, window.getSize().x - ((getLives()-1)*40 + 25), 25, 0, 270));
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lifeVec.emplace_back(life, 20,window.getSize().x - ((getLives() - 1) * 40 + 25), 25, 0,270);
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sound.play();
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}
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@ -44,14 +44,19 @@ public:
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this->lives = lives;
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}
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void setShield(bool shield, Texture* texture = nullptr, int scale = 0, Clock* timer = nullptr) {
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void setShield(bool shield, Texture* texture = nullptr, float scale = 0, Clock* timer = nullptr) {
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this->shield = shield;
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if (shield) {
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setRider(new MySprite(*texture, scale));
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Rider temp(*texture, scale);
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temp.setType("Shield");
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addRider(temp);
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timer->restart();
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} else
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setRider(nullptr);
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} else {
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for (int i = 0; i < riders.size(); i++) {
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if (riders[i].getType() == "Shield") removeRider(i);
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}
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}
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}
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bool hasShield() const {
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