Example #1
0
void MyProgram::createNewEnemy(const float timeDelta)
{
	countNewEnemyTime+=timeDelta;
	if(countNewEnemyTime>levelTime/2+1)
	{
		countNewEnemyTime=0;
		int num=rand()%numEnemy+numEnemy/2;
		for (int i = 0 ; i < num ; ++i)
		{
			int rFactor0=rand();
			int rFactor1=rand();
			char name[200];
			sprintf(name, "Asteroid%d", countNewEnemy++);
			Vector3 pos;
			if(rFactor0%2==0)
			{
				if(rFactor1%2==0)
					pos = Vector3(rFactor0%pXpos, nYpos, -150); 
				else
					pos = Vector3(rFactor0%pXpos, pYpos, -150); 
			}
			else
			{
				if(rFactor1%2==0)
					pos = Vector3(nXpos, rFactor0%pYpos, -150); 
				else
					pos = Vector3(pXpos, rFactor1%pYpos, -150); 			
			}
			Asteroid * asteroid = new Asteroid(_sceneManager, & pos, name,rand()%3,true);
			asteroid->myPos=pos;
			asteroid->isAlive=true;
			asteroid->isBig=true;
			asteroid->mySpeed=originAsteriodSpeed;
			asteroid->randomDirection();
			allAsteroids.push_back(asteroid);
		}
	}
}
Example #2
0
void MyProgram::rebuildGame()
{
	EleTime = OverlayManager::getSingleton().getOverlayElement("TimeLeft");
	myPlayer->myPos.x=0;
	myPlayer->myPos.y=-100;
	myPlayer->myPos.z=-150;
	myPlayer->myFiring=false;
	myPlayer->myHP=MAXHP;
	myPlayer->mySceneNode->setPosition(myPlayer->myPos);
	myPlayer->mySpeed=originPlayerSpeed;
	myPlayer->myDirection=Vector3(0,1,0);
	myPlayer->myDirection.normalise();

	// set asteriod
	int start, interval;
	start = -350;
	interval = 60;

	if(gameLevel==0)
		numEnemy=minEnemy;
	else if(gameLevel==1)
		numEnemy=maxEnemy;

	for (int i = 0 ; i < numEnemy ; ++i)
	{
		char name[200];
		sprintf(name, "Asteroid%d", countNewEnemy++);
		Vector3 pos = Vector3(start + i * interval, 80, -150); 
		Asteroid * asteroid = new Asteroid(_sceneManager, & pos, name,rand()%3,true);
		asteroid->myPos=pos;
		asteroid->isAlive=true;
		asteroid->mySpeed=originAsteriodSpeed;
		asteroid->randomDirection();
		asteroid->myTimeDelta=0;
		allAsteroids.push_back(asteroid);

		string path2 = "Explode.wav";
		//string path4 = "Celebrate.wav";
		//string path5 = "GameOver.wav";
		// Do this once for every sound you want to play
		
		fmodSystem->createSound(path2.c_str(), FMOD_2D, 0, &sound2);
		//fmodSystem->createSound(path4.c_str(), FMOD_2D, 0, &passSound);
		//fmodSystem->createSound(path5.c_str(), FMOD_2D, 0, &overSound);
		soundCount = 0;

		// Do this to play the sound
	}
	

	Vector3 tempFishPos=Vector3(0, -80, -160);

	for(int i=0;i<numBullet;++i)
	{
		char name[200];
		sprintf(name,"Bullet%d",countBullet++);
		Bullet * bullet = new Bullet(_sceneManager, tempFishPos,name);
		bullet->used=false;
		bullet->mySceneNode->setVisible(false);
		bullet->myPos=myPlayer->myPos;
		bullet->myDirection=myPlayer->myDirection;
		bullet->mySpeed=originBulletSpeed;
		allBullet.push_back(bullet);
	}

	// some factor
	myTimeDelta=0; // for bullet delay
	explosionTime=0; // for explosion delay
	isExplosion=false;
	gameOver=false; // is game over

	// for player reborn
	bReborn = true;
	rebornPause = 60;
	bMove = true;

	countNewEnemyTime=0;
	win = false;
	if(gameLevel==0)
	{
		levelTime=TIME1;
		flagForShowlevel1=true;
	}
	else if(gameLevel==1)
	{
		levelTime=TIME2;
		flagForShowlevel2=true;
	}
	time=levelTime;
	flagForGameLevel=false;

}