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Ladder.cpp
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Ladder.cpp
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#include "Ladder.h"
#include <fstream>
//needed implementation for is overlap
Ladder::Ladder(const CellPosition & startCellPos, const CellPosition & endCellPos) : GameObject(startCellPos)
{
this->endCellPos = endCellPos;
///TODO: Do the needed validation
}
void Ladder::Draw(Output* pOut) const
{
pOut->DrawLadder(position, endCellPos);
}
bool Ladder::IsOverlapping(GameObject* newObj) const {
if (dynamic_cast<Ladder*>(newObj)) {
Ladder* obj = dynamic_cast<Ladder*>(newObj);
for (int i = position.VCell(); i >= endCellPos.VCell(); i--) {
if (i >= obj->GetEndPosition().VCell() && i <= obj->GetPosition().VCell()) {
return true;
}
}
}
return false;
}
void Ladder::Apply(Grid* pGrid, Player* pPlayer)
{
///TODO: Implement this function as mentioned in the guideline steps (numbered below) below
// == Here are some guideline steps (numbered below) to implement this function ==
Output* pOut = pGrid->GetOutput();
Input* pIn = pGrid->GetInput();
// 1- Print a message "You have reached a ladder. Click to continue ..." and wait mouse click
pGrid->PrintErrorMessage("You have reached a ladder. Click to continue ...");
// 2- Apply the ladder's effect by moving the player to the endCellPos
// Review the "pGrid" functions and decide which function can be used for that
pGrid->UpdatePlayerCell(pPlayer, endCellPos);
pOut->ClearStatusBar();
}
CellPosition Ladder::GetEndPosition() const
{
return endCellPos;
}
void Ladder::Save(ofstream& OutFile, const CellPosition& startCellPos)
{
OutFile << startCellPos.GetCellNum() << " " << endCellPos.GetCellNum() << endl;
}
void Ladder::Load(ifstream& Infile)
{
}
Ladder::~Ladder()
{
}