void RenderManager::PewShotDraw(std::vector<Pew> &vector, std::vector<Pew>::iterator &iterator, int &points, IngameSound &sound, HighscoreManager &highscore, std::vector<Enemy> &enemyv, std::vector<SpaceMonkey> &monkeyv, std::vector<ShitBullets> &shitv, std::vector<Boss1> &boss1v, std::vector<Boss2> &boss2v, std::vector<Boss2Weapon> &boss2weaponv, std::vector<EnemyFormation> &enemyFormationv, std::vector<Boss3> &boss3v, std::vector<Boss3firstWeapon> &b3FWeapon, std::vector<Boss3SecWeapon> &b3SWeapon, sf::RenderWindow &window, float &elapsedTime) { for (iterator = vector.begin(); iterator != vector.end();) { if (!iterator->active) { iterator = vector.erase(iterator); } else { coll::ProjectileToList(iterator, enemyv, points, sound, highscore);//enemy coll::ProjectileToMonkey(iterator, monkeyv, points, sound, highscore);//monkey coll::ProjectileToListNoHealth(iterator, shitv, points, sound, highscore);//shit coll::ProjectileToListNoHealth(iterator, boss2weaponv, points, sound, highscore);//boss2Weapon coll::ProjectileToListNoHealth(iterator, b3FWeapon, points, sound, highscore);//boss3FirstWeapon coll::ProjectileToList(iterator, b3SWeapon, points, sound, highscore);//boss3SecWeapon coll::Boss2Collision(iterator, boss2v, points, sound, highscore);//boss2 coll::ProjectileToList(iterator, enemyFormationv, points, sound, highscore);//enemyFormation coll::Boss3Collision(boss3v, iterator, sound, highscore, points);//boss3 iterator->Update(elapsedTime); iterator->Render(window); ++iterator; } } }
void RenderManager::Boss2WeaponDraw(std::vector<Boss2Weapon> &vector, std::vector<Boss2Weapon>::iterator &iterator, float &elapsedTime, Player &pPlayer, Player2 &player2, sf::RenderWindow &window) { for (iterator = vector.begin(); iterator != vector.end();) { if (!iterator->active) { iterator = vector.erase(iterator); } else { iterator->Update(window, elapsedTime, pPlayer, player2); iterator->Render(window); ++iterator; } } }
void RenderManager::DoubleShotDraw(std::vector<DoubleShot> &vector, std::vector<DoubleShot>::iterator &iterator, int &points, IngameSound &sound, HighscoreManager &highscore, std::vector<Enemy> &enemyv, std::vector<SpaceMonkey> &monkeyv, std::vector<ShitBullets> &shitv, std::vector<Boss1> &boss1v, bool &boss1Dead, std::vector<Boss2Weapon> &boss2weaponv, std::vector<EnemyFormation> &enemyFormationv, sf::RenderWindow &window, float &elapsedTime) { for (iterator = vector.begin(); iterator != vector.end();) { if (!iterator->active) { iterator = vector.erase(iterator); } else { coll::ProjectileToList(iterator, enemyv, points, sound, highscore);//enemy coll::ProjectileToMonkey(iterator, monkeyv, points, sound, highscore);//monkey coll::ProjectileToListNoHealth(iterator, shitv, points, sound, highscore);//shit coll::ProjectileToListNoHealth(iterator, boss2weaponv, points, sound, highscore);//boss2Weapon coll::BossCollision(iterator, boss1v, points, sound, highscore, boss1Dead);//boss1 coll::ProjectileToList(iterator, enemyFormationv, points, sound, highscore);//enemyFormation iterator->Update(window, elapsedTime); iterator->Render(window); ++iterator; } } }