void Game::initLevel() { int meteors; switch (Configuration::level) { case 1: meteors = 4; break; case 2: meteors = 5; break; case 3: meteors = 7; break; case 4: meteors = 9; break; default: meteors = 11; break; } for (int i = 0; i < meteors; ++i) { Meteor *meteor = new BigMeteor(_world); do { meteor->setPosition(Utils::random(0.f, (float) _world.getWidth()), Utils::random(0.f, (float) _world.getHeight())); } while (_world.isCollide(*meteor)); _world.add(meteor); } }
void Game::initLevel() { int nb_meteors; switch(Configuration::level) { case 1 : nb_meteors = 4;break; case 2 : nb_meteors = 5;break; case 3 : nb_meteors = 7;break; case 4 : nb_meteors = 9;break; default : nb_meteors = 11;break; } for(int i = 0; i<nb_meteors;++i) { Meteor* meteor = new BigMeteor(_world); do{ meteor->setPosition(random(0.f,(float)_world.getX()),random(0.f,(float)_world.getY())); }while(_world.isCollide(*meteor)); _world.add(meteor); } }