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game.cpp
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135 lines (110 loc) · 2.96 KB
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/*************************************************************
* Description: Contains the implementations of the
* method bodies for the game class.
*************************************************************/
#include "game.h"
#include "uiDraw.h"
#include "uiInteract.h"
#include "point.h"
#include "ground.h"
#include "lander.h"
/******************************************
* GAME :: JUST LANDED
* Did we land successfully?
******************************************/
bool Game :: justLanded() const
{
bool landed = false;
Point platformCenter = ground.getPlatformPosition();
int width = ground.getPlatformWidth();
float xDiff = lander.getPoint().getX() - platformCenter.getX();
float yDiff = lander.getPoint().getY() - platformCenter.getY();
float margin = width / 2.0;
if (fabs(xDiff) < margin)
{
// between edges
if (yDiff < 4 && yDiff >= 0)
{
// right above it
if (fabs(lander.getVelocity().getDx()) < 3 && fabs(lander.getVelocity().getDy()) < 3)
{
// we're there!
landed = true;
}
}
}
return landed;
}
/***************************************
* GAME :: ADVANCE
* advance the game one unit of time
***************************************/
void Game :: advance()
{
if (lander.isAlive() && !lander.isLanded())
{
// advance the lander
lander.applyGravity(GRAVITY_AMOUNT);
lander.advance();
// check for crash
if (!ground.isAboveGround(lander.getPoint()))
{
lander.setAlive(false);
}
// check for just landed
if (justLanded())
{
lander.setLanded(true);
}
}
}
/***************************************
* GAME :: HANDLE INPUT
* accept input from the user
***************************************/
void Game :: handleInput(const Interface & ui)
{
if (lander.isAlive() && !lander.isLanded())
{
if (ui.isDown())
{
lander.applyThrustBottom();
}
if (ui.isLeft())
{
lander.applyThrustLeft();
}
if (ui.isRight())
{
lander.applyThrustRight();
}
}
}
/*********************************************
* GAME :: DRAW
* Draw everything on the screen
*********************************************/
void Game :: draw(const Interface & ui)
{
lander.draw();
if (lander.isLanded())
{
//drawText(Point(), "You have successfully landed!");
drawText(Point(), "Successful land!! Points earned: ");
drawNumber(Point(), lander.getFuel());
}
if (!lander.isAlive())
{
drawText(Point(), "You have crashed!");
}
if (lander.canThrust())
{
drawLanderFlames(lander.getPoint(), ui.isDown(), ui.isLeft(), ui.isRight());
}
Point fuelLocation;
fuelLocation.setX(topLeft.getX() + 5);
fuelLocation.setY(topLeft.getY() - 5);
drawNumber(fuelLocation, lander.getFuel());
// draw ground
ground.draw();
}