Exemple #1
0
void draw_planet()
{
  if( planet->y > (Sint32)screen_height() )
    create_planet();

  draw_sprite( planet );
  sprite_down( planet );
}
Exemple #2
0
void NormalGame::init_objects()
{
	STACKTRACE;
	int i;
	add(new Stars());
	Planet *planet = create_planet();
	//Planet *planet = new Planet (size/2, planetSprite, random(planetSprite->frames()));
	//add (planet);
	if (view) view->camera.pos = size/2;
	add(new WedgeIndicator(planet, 75, 4));
	for (i = 0; i < num_asteroids; i += 1) add(new Asteroid());
}
void MainWindow::on_pushButton_3_clicked()
{
    setButtonState(false,false);
    int lvl = selected_lvl();
    space * wp = (space*)getRoot();
    if(lvl == 0)
    {
        star * p_star = create_star();
        update_star(p_star,ui->lineEdit_star_name->text(),
                    ui->lineEdit_star_class->text(),
                    ui->lineEdit_star_mass->text().toFloat());

        add_star_sort(wp,p_star);

    }else if(lvl == 1){
        int index_s = selected_index(0);
        star * p_star = (star*)wp->sublvl[index_s];
        planet * p_planet = create_planet();
        update_planet(p_planet,ui->lineEdit_planet_name->text(),
                      ui->lineEdit_dist_to_star->text().toFloat(),
                      ui->lineEdit_planet_mass->text().toFloat());

        add_planet_sort(p_star,p_planet);

    }else if(lvl == 2){
        int index_s = selected_index(1);
        star * p_star = (star*)wp->sublvl[index_s];
        int index_p = selected_index(0);
        planet * p_planet = (planet*)p_star->sublvl[index_p];
        satellite * p_sat = create_satellite();
        update_satellite(p_sat,ui->lineEdit_sat_name->text(),
                         ui->lineEdit_sat_dist->text().toFloat(),
                         ui->checkBox->isChecked());

        add_satellite_sort(p_planet,p_sat);
    }else{
        setButtonState(true,true);
    }
    show_tree();
}