Exemplo n.º 1
0
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);		
}
Exemplo n.º 2
0
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();
	}

	
}
Exemplo n.º 3
0
PowerUp::PowerUp()
{
	SetSpriteID(CreateSprite("./images/PowerUp.png", 80, 80, true));
}
Exemplo n.º 4
0
Platform::Platform()
{
	SetSize(70, 70);
	SetPosition(-35, 35);
	SetSpriteID(CreateSprite("./images/tiles/grassHalfMid.png", width, height, true));
}