Created
October 11, 2012 13:15
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/** | |
* From Bullet.cpp | |
*/ | |
//Creates the bullet | |
Bullet::Bullet() { | |
setPosition(100,100); | |
setDirection(NORTH); | |
setHealth(1); | |
setMovementRate(10); | |
setWidth(5); | |
setHeight(5); | |
setDamage(10); | |
setColor(sf::Color(0,0,0)); | |
} | |
// I removed all the internal "how to move" stuff since it is different for every platform | |
void Bullet::fire(Direction d) { | |
move(d); | |
} | |
/** | |
* From Game.cpp | |
*/ | |
int start() { | |
std::vector<Bullet> bullets; | |
while(window.isOpen()) { | |
while(game_running) { | |
checkInput(); | |
} | |
} | |
void checkInput() { | |
// Directional inputs are up here, but I removed them | |
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) { | |
b = Bullet(); | |
b.fire(); | |
bullets.push_back(b); | |
} | |
} | |
void getBulletsLater() { | |
// This isn't in the original code, but it's a way you can "access" bullets later. | |
for(std::vector<Bullet*>::iterator iter= bullets.begin(); iter!= bullets.end(); ++iter) { | |
Bullet * bullet_pointer = *checkAgainst; //Depending on what you need, you can pick either a pointer or an object to use | |
Bullet bullet_object = *next; | |
bullet_pointer->doSomething(); | |
bullet_object->doOtherThing(); | |
} | |
} |
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