Created
December 8, 2014 18:33
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void GameState::inrange_lights() | |
{ | |
//do comparison code in here | |
/* | |
if the player is within the light | |
then take that lights x and y pos & compare that wil all other lights returning distance_between | |
if the distance_between is < 300 | |
draw a shadow within that light | |
else | |
move on to the next light | |
set that light to not being in range; | |
*/ | |
for (auto& light : lights_) | |
{ | |
if (light.can_teleport() == true) | |
{ | |
if (lights_.at(i).Shape().getOrigin().x - light.Shape().getOrigin().x < 300 && | |
lights_.at(i).Shape().getOrigin().y - light.Shape().getOrigin().y < 300) | |
{ | |
light.inrange_light(); | |
} | |
else | |
{ | |
!light.inrange_light(); | |
} | |
} | |
} | |
} | |
void GameState::render() | |
{ | |
sf::RenderWindow& window = state_manager_.get_render_window(); | |
window.draw(player_.Shape()); | |
for (const auto& light : lights_) | |
{ | |
window.draw(light.Shape()); | |
for (auto& shadow : shadows_) | |
{ | |
if (light.inrange_light() == true); | |
shadow.Shape().setPosition(lights_.at(i).Shape().getPosition()); | |
window.draw(shadow.Shape()); | |
} | |
} | |
} |
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