now compiles
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@ -45,11 +45,12 @@ private:
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void displayAll(unsigned fps) const;
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void displayGod() const;
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void displayInvader(const Position& basePos, InvaderType type) const;
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void displayHearts(playerID) const;
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// managers
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void managePlayers();
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void manageOnePlayer(unsigned);
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void manageOnePlayer(playerID);
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bool manageInvaders();
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// collision things
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@ -42,6 +42,8 @@ public:
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void drawPlayer(unsigned x, unsigned width, const nsGraphics::RGBAcolor& color) const;
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void drawMissile(const Position& baseVector, unsigned width, const nsGraphics::RGBAcolor& color) const;
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void drawTorpedo(const Position& baseVector, unsigned width, const nsGraphics::RGBAcolor& color) const;
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#define HEART_LENGTH 40
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void drawHeart(const Position& baseVector) const;
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void drawSprite(const nsGui::Sprite& sprite, const Position& pos) const;
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void displayButton(const Position& baseVector,const string& text,nsGraphics::RGBAcolor& color);
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// TODO remove because unused ?
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@ -24,7 +24,9 @@ enum class WinValue{
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typedef nsGraphics::Vec2D Position;
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typedef unsigned playerID; // 0 for player 1, 1 for player 2
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typedef unsigned playerID;
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#define PLAYER1 0
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#define PLAYER2 1
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// didn't want to use Position because of the semantic with x and y
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bool areLinesColliding(unsigned start1, unsigned end1, unsigned start2, unsigned end2);
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@ -13,7 +13,7 @@ PixelManager::PixelManager(MinGL& a) : window(a) {
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window.initGraphic();
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}
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void drawHeart(MinGL& window, const Position& baseVector){
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void PixelManager::drawHeart(const Position& baseVector) const {
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window << Circle(Position(10, 10)+baseVector,10, nsGraphics::KRed);
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window << Circle(Position(30, 10)+baseVector,10, nsGraphics::KRed);
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window << Triangle(Position(0,10)+baseVector,Position(40,10)+baseVector,Position(20,40)+baseVector,nsGraphics::KRed);
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@ -128,7 +128,7 @@ void PixelManager::displayText(const Position& pos, const string& text,const nsG
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}
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void PixelManager::drawFPS(unsigned fps) const {
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window << Text(Position(getScreenWidth()-100, 10), "FPS : "+ to_string(fps), nsGraphics::KWhite);
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window << Text(Position(getScreenWidth()-200, 10), "FPS : "+ to_string(fps), nsGraphics::KWhite);
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}
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@ -23,14 +23,32 @@ void Game::displayAll(unsigned fps) const {
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pm.drawTorpedo(tor, confData.torpedosWidth, confData.torpedosColor);
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}
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for(size_t i=0;i<players.size();++i){
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pm.drawPlayer(players[i].x, confData.playersWidth, confData.playerDefs[i].color);
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}
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displayGod();
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pm.drawFPS(fps);
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for(size_t i=0;i<players.size();++i){
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pm.drawPlayer(players[i].x, confData.playersWidth, confData.playerDefs[i].color);
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}
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// As said before, the player loop is an illusion, 2 players max
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for(unsigned i=0;i<players[0].lives;++i){
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}
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pm.drawHeart(Position(0, 70));
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}
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void Game::displayHearts(playerID pID) const {
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unsigned baseX;
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if(pID==PLAYER1)baseX = 0;
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else baseX = pm.getScreenWidth()-HEART_LENGTH;
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unsigned y = GOD_BENCH_SIZE+5;
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for(unsigned i=0;i<players[pID].lives;++i){
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}
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}
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void Game::displayInvader(const Position& pos, InvaderType type) const {
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@ -67,8 +67,9 @@ bool Game::manageGod() {
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playerID target;
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if (players.size() == 1)target = 0; // don't want to use random if not needed
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if (players.size() == 1)target = PLAYER1; // don't want to use random if not needed
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else target = rand() % players.size();
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Position playerMiddlePos(players[target].x + confData.playersWidth / 2,
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pm.getScreenHeight() - PLAYER_HEIGHT / 2);
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