Esempio n. 1
0
void GameBoard::timerEvent(QTimerEvent *)
{
    encart();
    flameAnim();
    splashScreen();
    movementMario();
    movementPeach();
    movementEncart();
    getModel()->brickOrganisation();
    goldAnim();
    intersectPeachMario();
    shockAnim();
    hurted();
    GameOver();
    Peach();
    view->repaint();
}
Esempio n. 2
0
void Rythm::update(sf::Time elapsedTime)
{
    generateWaves(elapsedTime);

    for(std::list<Wave*>::iterator it = _waves.begin() ; it != _waves.end() ; ++it)
    {
        if(!(*it)->isAlive() || (*it)->isMissed())
        {
            if((*it)->isMissed())
            {
                hurted();
                _heart.breakCombo();
            }

            delete *it;
            it = _waves.erase(it);
        }
    }

    _elapsedTime += elapsedTime;
    for(std::list<Wave*>::const_iterator it = _waves.begin() ; it != _waves.end() ; ++it)
    {
        (*it)->update(elapsedTime, _deltaTimeWaves);
    }
    if(sf::Keyboard::isKeyPressed(sf::Keyboard::Return) && _elapsedTime > sf::milliseconds(100) && !_security)
    {
        beatWave();
        _elapsedTime = _elapsedTime.Zero;
        _security = true;
    }
    else if(!sf::Keyboard::isKeyPressed(sf::Keyboard::Return))
        _security = false;

    _heart.update();

    if(!_heart.isAlive())
    {
        _isTheEnd = true;
    }
}