Ejemplo n.º 1
0
void GenerateShit::Reset()
{
    qDebug() << "Reset ";
    for(int i = shits.size() - 1; i >= 0; i--) {
        deleteEnemy(i);
    }
    for(int i = shitsCreating.size() - 1; i >= 0; i--) {
        if(shitsCreating[i] != 0) delete shitsCreating[i];
        shitsCreating.remove(i);
    }
}
Ejemplo n.º 2
0
void GenerateShit::ClearActive()
{
    qDebug() << "ClearActive ";
    for(int i = shits.size() - 1; i >= 0; i--) {
        if( shits[i]->isActive() ) deleteEnemy(i);
    }
    for(int i = shitsCreating.size() - 1; i >= 0; i--) {
        if( shitsCreating[i]->isActive() ) {
            if(shitsCreating[i] != 0) delete shitsCreating[i];
            shitsCreating.remove(i);
        }
    }
}
Ejemplo n.º 3
0
bool EnemyLegion::checkCollide(Vector3D colliderPosition, int type, int b)
{
	bool collided = false;
	int buffer =  b;
	for(unsigned int i=0; i<numActiveTroops; i++)
	{
		if(((colliderPosition.x>(troops[i]->position.x-buffer)) && (colliderPosition.x<(troops[i]->position.x+buffer))) && ((colliderPosition.y>(troops[i]->position.y-buffer))&&(colliderPosition.y<(troops[i]->position.y+buffer))))
		{
			collided = true;
			collidedPosition = Vector3D(troops[i]->position.x, troops[i]->position.y);
			if(type==1)
				deleteEnemy(i);
		}
	}
	return collided;
}
Ejemplo n.º 4
0
void GenerateShit::checkDelete()
{
    for(int i = 0; i < shits.size(); i++)
    {
        if(shits[i]->mastDelete)
        {
            if(shits[i]->timeDeath > 3)
            {
#ifdef DEBUG_MODE
                qDebug() << "delete shit in checkDelete\n";
#endif
                deleteEnemy(i);
            } else shits[i]->timeDeath++;
        }
    }
}
Ejemplo n.º 5
0
void GenerateShit::CheckBorder()
{
    for(int i = 0; i < shits.size(); i++)
    {
        if(!shits[i]->GetActive()) continue;
        if(shits[i]->pos().x() > 850 ||
                shits[i]->pos().x() < -100) deleteEnemy(i);
        if(shits[i]->pos().y() > 540)
        {
            int pos = qrand() % 25 * ((qrand() % 2 == 0) ? -1 : 1) - 50;
            shits[i]->SetNotActive();
            shits[i]->setY(shits[i]->pos().y() + pos + 50);
            shits[i]->setZValue(pos);
            if(!shits[i]->mastDelete) GameInfo::SubstractHealth(shits[i]->GetDamage());
        }
    }
}