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GameLevel.cpp
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102 lines (82 loc) · 2.02 KB
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#include "Texture2D.h"
#include "GameObject.h"
#include "Player.h"
#include "GameLevel.h"
#include "Enemy.h"
const int GameLevel::ENEMY_COUNT = 40;
int GameLevel::score = 0;
bool GameLevel::canPlay = true;
bool GameLevel::gameOver = false;
Player* GameLevel::player = NULL;
std::map<int, GameObject*> GameLevel::gameObjects = std::map<int, GameObject*>();
GameLevel::GameLevel()
{
score = 0;
canPlay = true;
gameOver = false;
player = new Player(new QString("Player"), new QVector2D(32, 32));
for (int i = 0; i < ENEMY_COUNT; i++)
{
Enemy *enemy = new Enemy(new QString("Enemy"), new QVector2D(17 + 17 * (i % 10), 100 + 20 * (i / 10)), i);
gameObjects.insert(std::pair<int, GameObject *>(i, enemy));
}
}
GameLevel::~GameLevel()
{
for(std::map<int, GameObject*>::iterator it = gameObjects.begin(); it != gameObjects.end(); ++it)
{
delete it->second;
}
delete(player);
gameObjects.clear();
}
void GameLevel::paint()
{
for(std::map<int, GameObject*>::iterator it = gameObjects.begin(); it != gameObjects.end(); ++it)
{
it->second->render();
}
player->render();
}
void GameLevel::update()
{
if (canPlay)
{
player->update();
for (std::map<int, GameObject *>::iterator it = gameObjects.begin(); it != gameObjects.end(); ++it)
{
it->second->update();
}
for (std::map<int, GameObject *>::iterator it = gameObjects.begin(); it != gameObjects.end(); ++it)
{
if (it->second->shouldBeKilled)
{
gameObjects.erase(it->second->getId());
}
}
}
}
void GameLevel::keyPressEvent(QKeyEvent *event)
{
player->keyPressEvent(event);
}
Player *GameLevel::getPlayer()
{
return player;
}
int GameLevel::getScore()
{
return score;
}
void GameLevel::addScore(int score)
{
GameLevel::score += score;
}
bool GameLevel::isCanPlay()
{
return canPlay;
}
void GameLevel::setCanPlay(bool canPlay)
{
GameLevel::canPlay = canPlay;
}