Esempio n. 1
0
PlatKillas::PlatKillas() {
	Init();
	

	done = false;
	lastFrameTicks = 0.0f;
	timeLeftOver = 0.0f;

	gravity_x = 0.0f;
	gravity_y = -9.8f;

	bulletIndex = 0;
	shootTimer = 0.1f;

	buildLevel();

	characterSpriteSheetTexture = LoadTexture("characters_1.png");

	SheetSprite playerSprite = SheetSprite(characterSpriteSheetTexture, 12, 8, 15);
	player = new Player();
	player->sprite = playerSprite;
	player->y = -0.5f;
	player->width = 0.2f;
	player->height = 0.2f;
	player->friction_x = 3.0f;
	entities.push_back(player);
	
}
const IntervalRTreeNode * 
SortedPackedIntervalRTree::buildTree()
{
	// sort the leaf nodes
	std::sort( leaves->begin(), leaves->end(), IntervalRTreeNode::compare );

	// now group nodes into blocks of two and build tree up recursively
	IntervalRTreeNode::ConstVect * src = leaves;
	IntervalRTreeNode::ConstVect * dest = new IntervalRTreeNode::ConstVect();

	while (true) 
	{
		buildLevel( src, dest);
	
		if (dest->size() == 1)
		{
			const IntervalRTreeNode * r = (*dest)[ 0 ];
			delete src;
			delete dest;
			//delete leaves; // don't need anymore
			return r;
		}

		IntervalRTreeNode::ConstVect * temp = src;
		src = dest;
		dest = temp;
	}
}
Esempio n. 3
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void
GameState::nextLevel() {
  resetBall();

  ++m_level;

  buildLevel();
}
Esempio n. 4
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int Play::play()
{
    //physicsMap(levelMap);
    buildLevel();
    Game game;
    int success = game.run();
    return success;
}
Esempio n. 5
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void Level::read()
{


    float width, height;
    width = (float)std::stoi(nextWord());
    height = (float)std::stoi(nextWord());
    m_sizeLevel = sf::Vector2f(width,height);

    buildLevel();
}
Esempio n. 6
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void ClassDemoApp::Render() {
    viewMatrix.identity();

    buildLevel();
    renderTilemap();

    viewMatrix.Translate(-player->position_x, -player->position_y - 1.0f, 0);
    player->Draw(program);


}
Esempio n. 7
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GameState::GameState(difficulty d) {
  m_difficulty = d;
  m_level = 0;
  m_balls = 3;
  m_blocks_destroyed = 0;

  m_paddle = 0;

  resetBall();
  buildLevel();
  initializeGL();

  g_sound_engine.playSound(NEW_GAME);
}
Esempio n. 8
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void SideScroller::Init() {
	// insert player as the first entity
	SpriteSheet playerSprite = SpriteSheet(characterSpriteSheetTexture, 12, 8, 18);
	Entity* player = new Entity();
	player->sprite = playerSprite;
	player->x = 0.0f;
	player->y = -2.5f;
	player->width = 0.2f;
	player->height = 0.2f;
	player->friction_x = 3.0f;
	player->isPlayer = true;

	entities.push_back(player);

	// build the level, aka read tile file and throw into leveldata
	buildLevel();
}
void ObjectOverviewModel::buildData(IOManager* io, std::string rootDir) {
	auto dataRoot_ = new DataFolder(model_, owner_);
	auto root = addTopLevelData(dataRoot_);

	auto tplDir = io->findFolder(rootDir, "templates");
	if(tplDir.empty()) {
		std::cout << "templates not found? this wasn't supposed to happen" << std::endl;
	} else
		buildTemplates(io, tplDir, root);

	auto lvlDir = io->findFolder(rootDir, "level");
	if(lvlDir.empty()) {
		std::cout << "level not found? this wasn't supposed to happen" << std::endl;
	} else
		buildLevel(io, lvlDir, root);

	auto asDir = io->findFolder(rootDir, "angelscript");
	if(asDir.empty()) {
		std::cout << "angelscript not found? this wasn't supposed to happen" << std::endl;
	} else
		buildAS(io, asDir, root);
}
void ObjectOverviewModel::buildLevel(IOManager* io, std::string rootDir, QTreeWidgetItem* root, std::string name, LevelFolder* lvlFolder) {
    auto levelRoot_ = new LevelFolder(rootDir, name, model_, lvlFolder, owner_);
	auto lvlRoot = addChild(root,levelRoot_);

    levelRoot_->setTreeItems(lvlRoot);

	auto levels = io->getAllDataInDirectory(rootDir, ".lvl");
	for (auto &t : levels) {
        auto lvlItem = new LevelResource(t, rootDir, model_, levelRoot_, owner_);
        auto treeItem = addChild(lvlRoot, lvlItem);
		auto lvl = model_.levelEditorModel()->loadLevel(io->findResource(rootDir, t), lvlItem->name());
        if(lvl) {
			lvl->setLevelResource(lvlItem);
            lvlItem->setTreeItems(lvlRoot, treeItem);
        }
	}

    auto sub = io->getAllFoldersInDirectory(rootDir);
    for (int i = 0; i < sub.size(); i++) {
        buildLevel(io, rootDir+sub[i]+"/", lvlRoot, sub[i], levelRoot_);
    }
}