//=================================== // verify if player is alive // according to the number // of lives he has left //=================================== bool Player::isPlayerAlive(){ if (playerLives == 0){ playerErase(); playerPosition = Point(0, 0); playerAlive = false; } return playerAlive; }
void PaintSubsystem::doAction(unsigned long currentTime) { for(PaintingType::iterator i = painting.begin(); i != painting.end(); ++ i) { int id = (*i).first; Event::TogglePainting::PaintType type = (*i).second; // can't paint or erase when in the air if(!worldManager->getPlayer(id)->getOnGround()) continue; switch(type) { case Event::TogglePainting::ERASING: playerErase(worldManager->getPlayer(id)); /* EMIT_EVENT(new Event::PaintEvent( worldManager->getPlayer(id)->getPosition(), PAINTING_RADIUS, -1)); */ break; case Event::TogglePainting::PAINTING: playerPaint(worldManager->getPlayer(id)); /* EMIT_EVENT(new Event::PaintEvent( worldManager->getPlayer(id)->getPosition(), PAINTING_RADIUS, worldManager->getPlayer(id)->getTeamID())); break; */ default: case Event::TogglePainting::NOTHING: break; } } calculateBoostSpeeds(); }