olterrain* olterrainprototype::SpawnAndLoad(inputfile& SaveFile) const { olterrain* Terrain = Spawner(0, LOAD); Terrain->Load(SaveFile); Terrain->CalculateAll(); return Terrain; }
void StateGameOver::Reset(GameManager &Mgr) { Mgr.player = Player(); Mgr.enemies.clear(); Mgr.lasers.clear(); Mgr.score = Score((int)Mgr.player.hp); Mgr.spawner = Spawner(); }
void ChunkLayer::make_spawner(int depth) { Room spawn_room; do { spawn_room = rooms[rand() % num_rooms]; } while(spawn_room.br.row-spawn_room.tl.row<4 || spawn_room.br.col-spawn_room.tl.col<4); IntPoint spawn; do { //this line though spawn = IntPoint(2 + spawn_room.tl.row + rand() % ((spawn_room.br.row - 2) - (spawn_room.tl.row + 2)), 2 + spawn_room.tl.col + rand() % ((spawn_room.br.col - 2) - (spawn_room.tl.col + 2))); } while(!ground[spawn.row][spawn.col].can_build_overtop); spawners.push_back(Spawner(spawn.col, spawn.row, depth, enemies::kobold)); ground[spawn.row][spawn.col] = Tileset::get("KOBOLD_SPAWNER"); }
void ChunkLayer::make_spawner(int depth, IntPoint point, EnemyType enemy) { spawners.push_back(Spawner(point.col, point.row, depth, enemy)); }
void ChunkLayer::make_spawner(int depth, IntPoint point) { spawners.push_back(Spawner(point.col, point.row, depth, enemies::kobold)); }