void UGXPThemes::SetGridStyle(UGXPThemeStyles style) { m_style = style; CleanUp(); PopulateData(); }
CPowerUp::CPowerUp(CEntity* temp, int params[]) { // parameter 0: MushroomType PowerUpType = params[0]; OriginalPowerupType = PowerUpType; // Offset Y by Height temp->Y -= POWERUP_HEIGHT; // params[1] = Float=1 if (params[1] == 1) temp->MaxY = temp->Y; temp->Flags = POWERUP_FLAGS; temp->Width = POWERUP_WIDTH; temp->Height = POWERUP_HEIGHT; temp->NumberOfFrames = POWERUP_ANIMATION_NUM_FRAMES; temp->Collision_Width = POWERUP_COLLISION_WIDTH; temp->Collision_Height = POWERUP_COLLISION_HEIGHT; temp->Collision_X = POWERUP_COLLISION_X; temp->Collision_Y = POWERUP_COLLISION_Y; temp->MaxSpeedX = POWERUP_MAXSPEED_X; temp->MaxSpeedY = POWERUP_MAXSPEED_Y; temp->Points = POWERUP_POINTS_EARNED; if (PowerUpType == POWERUP_TYPE_FIREFLOWER) temp->NumberOfFrames = POWERUP_FIRE_ANIMATION_NUM_FRAMES; temp->SetSurface(CSurfaceManager::SurfaceManager.GetSurface(POWERUP_GFX)); PopulateData(temp); Animation.SetCurrentFrame(0); }
CCoin::CCoin(CEntity* temp, int params[]) { // Offset Y by Height temp->Y -= COIN_HEIGHT; if (temp->Flags == 0) // Nothing passed so use default temp->Flags = COIN_FLAGS; temp->Width = COIN_WIDTH; temp->Height = COIN_HEIGHT; temp->NumberOfFrames = COIN_ANIMATION_NUM_FRAMES; temp->Collision_Width = COIN_COLLISION_WIDTH; temp->Collision_Height = COIN_COLLISION_HEIGHT; temp->Collision_X = COIN_COLLISION_X; temp->Collision_Y = COIN_COLLISION_Y; temp->MaxSpeedX = COIN_MAXSPEED_X; temp->MaxSpeedY = COIN_MAXSPEED_Y; temp->Points = COIN_POINTS_EARNED; Animation.SetFrameRate(COIN_ANIMATION_FRAMERATE); temp->SetSurface(CSurfaceManager::SurfaceManager.GetSurface(COIN_GFX)); PopulateData(temp); }
CPoints::CPoints(CPoints* temp) { temp->Flags = POINTS_FLAGS; temp->NumberOfFrames = POINTS_ANIMATION_NUM_FRAMES; temp->Collision_Width = POINTS_COLLISION_WIDTH; temp->Collision_Height = POINTS_COLLISION_HEIGHT; temp->Collision_X = POINTS_COLLISION_X; temp->Collision_Y = POINTS_COLLISION_Y; temp->MaxSpeedX = POINTS_MAXSPEED_X; temp->MaxSpeedY = POINTS_MAXSPEED_Y; PopulateData(temp); }
CPButton::CPButton(CEntity* temp, int params[]) { // Offset Y by Height temp->Y -= PBUTTON_HEIGHT; temp->Flags = PBUTTONFLAGS; temp->Width = PBUTTON_WIDTH; temp->Height = PBUTTON_HEIGHT; temp->NumberOfFrames = PBUTTONANIMATION_NUM_FRAMES; temp->Collision_Width = PBUTTON_COLLISION_WIDTH; temp->Collision_Height = PBUTTON_COLLISION_HEIGHT; temp->Collision_X = PBUTTON_COLLISION_X; temp->Collision_Y = PBUTTON_COLLISION_Y; temp->MaxSpeedX = PBUTTON_MAXSPEED_X; temp->MaxSpeedY = PBUTTON_MAXSPEED_Y; temp->SetSurface(CSurfaceManager::SurfaceManager.GetSurface(PBUTTON_GFX)); PopulateData(temp); SecondState = false; Activated = false; }
CStretchBlock::CStretchBlock(CEntity* temp, int params[]) { temp->Y -= STRETCHBLOCK_HEIGHT; temp->Flags = STRETCHBLOCK_FLAGS; temp->Width = STRETCHBLOCK_WIDTH * STRETCHBLOCK_NUM_OF_BLOCKS; temp->Height = STRETCHBLOCK_HEIGHT; temp->Collision_Width = STRETCHBLOCK_COLLISION_WIDTH; temp->Collision_Height = STRETCHBLOCK_COLLISION_HEIGHT; temp->Collision_X = STRETCHBLOCK_COLLISION_X; temp->Collision_Y = STRETCHBLOCK_COLLISION_Y; temp->SetSurface(CSurfaceManager::SurfaceManager.GetSurface(STRETCHBLOCK_GFX)); PopulateData(temp); // Initialize Spoke Positions for (int x = 0; x < STRETCHBLOCK_NUM_OF_BLOCKS; x++) { Blocks[x].X = X + (STRETCHBLOCK_WIDTH * x); Blocks[x].Y = Y; Blocks[x].Stopped = false; Blocks[x].AtMiddle = false; } MiddleBlock = STRETCHBLOCK_NUM_OF_BLOCKS / 2; Blocks[MiddleBlock].Stopped = true; Blocks[MiddleBlock].AtMiddle = true; Paused = false; Stopped = true; Direction = 1; MoveTime = 0; PauseTime = 0; }