Player::Player() { SetPosition(a_playerPos); SetSpeed(a_playerSpd); SetWidth(c_iPlayerWidth); SetHeight( c_iPlayerHeight ); SetSpriteID(iPlayerSpriteID); Create("./images/GrayBox.png"); m_iMaxAmmo = 5; m_iAmmo = m_iMaxAmmo; m_bShot = false; m_iTimer = 0; m_iHp = 3; Bullets = CreateBullets(m_iMaxAmmo); }
void Player::Init() { SetTag("Player"); SetWidth(c_iPlayerWidth); SetHeight(c_iPlayerHeight); SetAlive(c_bPlayerAlive); SetPosition(c_v2DInitPlayerPos); SetSpriteID( CreateSprite( "./images/PlayerShip.png" , GetWidth(), GetHeight(), true)); eCurrentWeapon = BULLET; //Start with standard Bullets m_iBulletTimer = 0; m_iMissileTimer = 0; m_iLaserTimer = 0; m_iBulletArrayPosition = c_iPlayerMaxBullets; // Currently Bullets should be [0] - [7] m_iMissileArrayPosition = m_iBulletArrayPosition + c_iPlayerMaxMissiles; // should be [8] - [10] m_iLaserArrayPosition = m_iMissileArrayPosition + c_iPlayerMaxLasers; // should be [11] -[21] m_iBulletAmmo = c_iPlayerMaxBullets; m_iMissileAmmo = c_iPlayerMaxMissiles; m_iLaserAmmo = c_iPlayerMaxLasers; //Bullets go in list first for(int i = c_iPlayerMaxBullets; i > 0; i--) GetProjectiles().push_back(new Bullet); //Missiles next for(int i = m_iMissileArrayPosition; i > m_iBulletArrayPosition; i--) GetProjectiles().push_back(new Missile); //Laser last for(int i = m_iLaserArrayPosition; i > m_iMissileArrayPosition; i--) GetProjectiles().push_back(new Laser); //Init all owned Projectiles for(int i = 0; i < GetProjectiles().size(); ++i) { GetProjectiles()[i]->Init(); } }
PowerUp::PowerUp() { SetSpriteID(CreateSprite("./images/PowerUp.png", 80, 80, true)); }
Platform::Platform() { SetSize(70, 70); SetPosition(-35, 35); SetSpriteID(CreateSprite("./images/tiles/grassHalfMid.png", width, height, true)); }