void BathroomPlanBuilder::buildWalls() { Wall wall_front(0, 0, 4, 0); Wall wall_left(0, 0, 0, 2); Wall wall_rigth(4,0, 4,2); Wall wall_back(0,2,4,2); plan_->addWall(wall_front); plan_->addWall(wall_left); plan_->addWall(wall_rigth); plan_->addWall(wall_back); }
void BedroomPlanBuilder::buildWalls() { Wall wall_front(0, 0, 5, 0); Wall wall_left(0, 0, 0, 5); Wall wall_rigth(5, 0, 5, 5); Wall wall_back(0, 5, 5, 5); plan_->addWall(wall_front); plan_->addWall(wall_left); plan_->addWall(wall_rigth); plan_->addWall(wall_back); }
//Done By Daniel(Leader) //check the monster location and the direction they go void monster(COORD& monster1,int& g_idirection) { bool bcollision = false; //check the condition met if(bcollision == false) { if(g_idirection == 0) { //when the condition met if(wall_left(monster1) == true) { bcollision = true; } else { monster1.X--; } } if(g_idirection == 1) { if(wall_right(monster1) == true) { bcollision=true; } else { monster1.X++; } } if(g_idirection==2) { if(wall_down(monster1) == true) { bcollision=true; } else { monster1.Y++; } } if(g_idirection == 3) { if(wall_up(monster1) == true) { bcollision=true; } else { monster1.Y--; } } //check what wall they hit if(wall_up(monster1) == false && wall_down(monster1) == false && wall_left(monster1) == false && wall_right(monster1) == false) { bcollision=true; } if(wall_up(monster1) == false && wall_down(monster1) == false && wall_left(monster1) == false) { bcollision=true; } if(wall_up(monster1) == false && wall_down(monster1) == false && wall_right(monster1) == false) { bcollision=true; } if(wall_up(monster1) == false && wall_left(monster1) == false && wall_right(monster1) == false) { bcollision=true; } if(wall_down(monster1) == false && wall_left(monster1) == false && wall_right(monster1) == false) { bcollision=true; } } //if the monster is going against the wall re-roll the direction if(bcollision == true) { reroll(g_idirection); } }