Exemplo n.º 1
0
/*********************************************
* CALLBACK
* The main interaction loop of the engine.
* This gets called from OpenGL.  It give us our
* interface pointer (where we get our events from)
* as well as a void pointer which we know is our
* game class.
*********************************************/
void callBack(const Interface *pUI, void *p)
{
	// we know the void pointer is our game class so
	// cast it into the game class.
	Gun *pGun = (Gun *)p;

	// check the paddle
	pGun->move(pUI->isUp(), pUI->isDown());

	// draw it
	pGun->draw();
}
Exemplo n.º 2
0
void GunFactory::createBlaster(){
	sf::Vector2f location(0,0);
	Gun* gunPtr = new Gun(location, 12, this->fSI);
	this->fSI->model->guns->push_back(gunPtr);

	GunView* gunViewPtr = new GunView(this->fSI->window, this->fSI->assets, gunPtr);
	this->fSI->view->views->push_back(gunViewPtr);

	// Now let's center this Gun
	location.x = (this->fSI->model->game->getWidth() - gunPtr->getSize().getWidth())/2;
	location.y = this->fSI->model->game->getHeight() - gunPtr->getSize().getHeight();
	gunPtr->move(location);
}