config defaults updated

This commit is contained in:
Thomas 2022-01-10 14:48:06 +01:00
parent 53f0785fee
commit 7e3de18419
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GPG Key ID: E538821A6CDFDAD7
3 changed files with 16 additions and 15 deletions

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@ -63,7 +63,7 @@ players:
startXPosition: 600
fireCooldown: 10
speed: 10
lives: 3
lives: 100
user1:
color: red
keys:

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@ -155,17 +155,17 @@ void ConfigBuilder::readInvaderType(const configKey& baseKey, InvaderTypeDef& in
void ConfigBuilder::readConfig() {
collectedData.theme = getString("general.theme");
collectedData.maxFPS = getInt("general.maxFPS");
collectedData.theme = getString("general.theme", "bad");
collectedData.maxFPS = getInt("general.maxFPS", 30, 1, 60);
readGrid("grid");
// players
collectedData.playersWidth = getInt("players.width", 100, 0, 500);
collectedData.playersWidth = getInt("players.width", 100, 50, 500);
collectedData.startXPosition = getInt("players.startXPosition",600 ,0 ,1200);
collectedData.playersSpeed = getInt("players.speed",1,0,100);
collectedData.playersFireCooldown = getInt("players.fireCooldown",10,1,10000);
collectedData.playersLives = getInt("players.lives",3,1,1000);
collectedData.playersSpeed = getInt("players.speed",1,1,100);
collectedData.playersFireCooldown = getInt("players.fireCooldown",10,1,100);
collectedData.playersLives = getInt("players.lives",3,1,100);
// the scalability behind the vector of players is only an illusion, because we force player count to be 1 or 2
// It was done so the 2+ players implementation could be easier in the future, if wanted
@ -174,24 +174,24 @@ void ConfigBuilder::readConfig() {
readPlayer("players.user2", collectedData.playerDefs[1]);
// invaders
collectedData.invadersSize = getInt("invaders.size",30,10,1000);
collectedData.invadersSpeed = getInt("invaders.speed",7,1,1000);
collectedData.invadersDistance = getInt("invaders.distance",15,5,1000);
collectedData.invadersFireCooldown = getInt("invaders.fireCooldown",0,0,1000);
collectedData.invadersSize = getInt("invaders.size",30,10,100);
collectedData.invadersSpeed = getInt("invaders.speed",7,1,100);
collectedData.invadersDistance = getInt("invaders.distance",15,5,100);
collectedData.invadersFireCooldown = getInt("invaders.fireCooldown",0,0,100);
readInvaderType("invaders.typeA", collectedData.invadersDef[InvaderType::TYPEA]);
readInvaderType("invaders.typeB", collectedData.invadersDef[InvaderType::TYPEB]);
readInvaderType("invaders.typeC", collectedData.invadersDef[InvaderType::TYPEC]);
// projectiles
collectedData.missilesWidth = getInt("projectiles.missiles.width",10,5,1000);
collectedData.missilesWidth = getInt("projectiles.missiles.width",10,5,100);
collectedData.missilesLength = collectedData.missilesWidth*PROJ_LENGTH_FACTOR;
collectedData.missilesSpeed = getInt("projectiles.missiles.speed",10,5,1000);
collectedData.missilesSpeed = getInt("projectiles.missiles.speed",10,5,100);
getColor("projectiles.missiles.color", collectedData.missilesColor);
collectedData.torpedosWidth = getInt("projectiles.torpedos.width",10,1,1000);
collectedData.torpedosWidth = getInt("projectiles.torpedos.width",10,1,100);
collectedData.torpedosLength = collectedData.torpedosWidth*PROJ_LENGTH_FACTOR;
collectedData.torpedosSpeed = getInt("projectiles.torpedos.speed",10,1,1000);
collectedData.torpedosSpeed = getInt("projectiles.torpedos.speed",10,1,100);
getColor("projectiles.torpedos.color", collectedData.torpedosColor);
}

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@ -62,6 +62,7 @@ bool Game::manageInvaders(){
}else --fireCooldown;
// moving
// TODO fix this lol
if(direction){ // go to the right
int end = basePos.getX(); // start Position
end+= grid.size() * confData.invadersSize; // add the invaders