void draw_planet() { if( planet->y > (Sint32)screen_height() ) create_planet(); draw_sprite( planet ); sprite_down( planet ); }
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(); }