Esempio n. 1
0
uint32_t	TriMesh::FetchIndex( uint32_t inStartOffset, int inBytes )
{
	uint32_t result = 0;
	
	if (inBytes == 1)
	{
		result = Boss()->FetchUInt8( inStartOffset );
		if (result == 0xFF)
		{
			result = 0xFFFFFFFFUL;
		}
	}
	else if (inBytes == 2)
	{
		if (result == 0xFFFF)
		{
			result = 0xFFFFFFFFUL;
		}
		result = Boss()->FetchUInt16( inStartOffset );
	}
	else
	{
		result = FetchUInt32( inStartOffset );
	}
	
	return result;
}
Esempio n. 2
0
Room::Room()
{
	Boss endBoss = Boss(10);
	RandomGenerator rg = RandomGenerator();
	size = RoomSize[rg.getRandom(0, 2)];
	content = RoomContent[rg.getRandom(0, 3)];
	description = RoomDescription[rg.getRandom(0, 3)];
	appearance = RoomAppearance[rg.getRandom(0, 3)];
	lighting = RoomLighting[rg.getRandom(0,3)];
	connected[RoomDirection::NORTH] =  nullptr;
	connected[RoomDirection::EAST] = nullptr;
	connected[RoomDirection::SOUTH] = nullptr;
	connected[RoomDirection::WEST] = nullptr;
	visited = false;
	visiting = false;
	exit = false;
	equipment.push_back(Equipment());
}
Esempio n. 3
0
void EnemyManager::Update(sf::Vector2f p_playerPos, float p_dt, sf::Vector2f p_screenDimensions)
{


	ManageEnemySpawning(p_screenDimensions, p_playerPos, p_dt);

	for (int i = 0; i < m_enemyList.size(); i++)
	{
		if (m_enemyList.at(i)->CheckOffScreen(p_screenDimensions))
		{
			m_enemyList.at(i)->RemoveVars();
			m_enemyList.erase(m_enemyList.begin() + i);
		}
	}

	for (int i = 0; i < m_enemyList.size(); i++)
	{
		m_enemyList.at(i)->Update(p_playerPos, p_dt);
		if (m_enemyList.at(i)->UpdateAnim(p_dt) == false)
		{
			m_enemyList.at(i)->RemoveVars();
			m_enemyList.erase(m_enemyList.begin() + i);
		}
	}


	if (m_waveCounter == 0) // if in the boss mode
	{
		for (int i = 0; i < m_boss.GetTowerList()->size(); i++)
		{
			if (m_boss.GetTowerList()->at(i).UpdateAnim(p_dt) == false)
				m_boss.GetTowerList()->erase(m_boss.GetTowerList()->begin() + i);
		}
		m_boss.Update(p_playerPos, p_dt);
		if (m_boss.CheckIfDefeated())
		{
			m_waveCounter = 5;
			m_boss = Boss(m_textureAtlas, m_BOSS_COORDS);
		}
	}
}
Esempio n. 4
0
Room::Room(int room)
{
	number = room;
	Boss endBoss = Boss(10);
	RandomGenerator rg;
	size = RoomSize[rg.getRandom(0, 2)];
	content = RoomContent[rg.getRandom(0, 3)];
	description = RoomDescription[rg.getRandom(0, 3)];
	appearance = RoomAppearance[rg.getRandom(0, 3)];
	lighting = RoomLighting[rg.getRandom(0, 3)];
	color = RoomColor[rg.getRandom(0, 3)];
	connected[RoomDirection::NORTH] = nullptr;
	connected[RoomDirection::EAST] = nullptr;
	connected[RoomDirection::SOUTH] = nullptr;
	connected[RoomDirection::WEST] = nullptr;
	visited = false;
	visiting = false;
	exit = false;
	equipment.push_back(Equipment());
	if (rg.getRandom(0, 100) < 20)
		traps.push_back(Trap());
}
Esempio n. 5
0
// NOTE: In C++, declaring "Object instance;" will instantly call the Object constructor!
// To do these forward declarations, use smart pointers (unique_ptr) instead.

Character character = Character();
std::vector<Enemy> enemies = {};
std::vector<Projectile> projectiles = {};
std::vector<Mesh >meshes = {};
int glutElapsedTime = 0; //in ms
bool keyPressed[256]; //keyboard buffer

unique_ptr<Background> background; //smart pointer needed
unique_ptr<Groundfloor> groundfloor;
std::vector<Ridge> mountains;
int numberOfRidges = 2;
bool toggleBoss = false;
Boss boss = Boss(Vec3Df(8, -1, -2), -1, 0.5);;

// Game timing constants (in ms)
const int firstEnemySpawnDelay = 3000;
const int enemyRespawnDelay = 1500;
const int bossSpawnDelay = 30000;

//TODO remove this again
int meshIndex = 0;

//Phong model properties
float is = 1.0f;
float id = 1.0f;
float ia = 0.1f;

float ks = 1.0f;
Esempio n. 6
0
void Room::setExit(int lvl)
{
	exit = true;
	enemys.push_back(Boss(lvl));
}
Esempio n. 7
0
Boss * Boss::create(const BossConfig * pConfig) {
    Boss * ret = NEW Boss(pConfig);
    ret->autorelease();
    
    return ret;
}
Esempio n. 8
0
void EnemyManager::Init(sf::Texture& p_tex)
{
	m_textureAtlas = &p_tex;
	m_boss = Boss(m_textureAtlas, m_BOSS_COORDS);
}