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Bomber.cpp
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/* invaderR, space invaders clone
* Copyright (C) 2006 Richard Adem richy486@gmail.com
*
* invaderR is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* invaderR is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include ".\bomber.h"
CBomber::CBomber(void)
{
}
CBomber::~CBomber(void)
{
}
CBomber* CBomber::getInstance()
{
static CBomber instance;
return &instance;
}
// Shoot a bomb.
void CBomber::shoot(Point p)
{
Point t_p;
t_p.x = p.x +(2.5*IPS);
t_p.y = p.y;
shots.push_back(t_p);
}
// Move a bomb down the screen, if it is in range check if a bomb will hit a base or the player.
void CBomber::progress()
{
Point t_p;
list<Point>::iterator iter;
for(int i = 0; i < 5; i++)
{
iter=shots.begin();
while(iter!=shots.end())
{
t_p.x = iter->x;
t_p.y = iter->y;
if(iter->y <=50+(5*IPS))
{
if(iter->y <= 0 || CBaseSet::getInstance()->checkHits(t_p))
{
iter = shots.erase(iter);
}
}
if(iter->y <=50+(5*IPS) && CPlayer::getInstance()->testHit(t_p))
{
iter = shots.erase(iter);
CInvaderSet::getInstance()->setPlaying(false);
CInvaderSet::getInstance()->setOutcome(false);
}
else
{
iter->y -=1;
iter++;
}
}
}
}
// Kill all the bombs.
void CBomber::killAll()
{
shots.clear();
}
// Draw the bombs.
void CBomber::draw()
{
glColor3f(1.0, 0.0, 0.0);
list<Point>::iterator iter;
for(iter=shots.begin(); iter!=shots.end(); ++iter)
{
glBegin(GL_POLYGON);
glVertex2i(iter->x, (iter->y));
glVertex2i(iter->x+IPS, (iter->y));
glVertex2i(iter->x+IPS, (iter->y)+IPS);
glVertex2i(iter->x, (iter->y)+IPS);
glVertex2i(iter->x, (iter->y));
glEnd();
}
}