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Copy pathEnergy.cpp
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140 lines (105 loc) · 2.6 KB
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//
// Energy.cpp
// revenge
//
// Created by Asim on 11/14/16.
// Copyright © 2016 Waleed Al-Haddad. All rights reserved.
//
#include "Energy.hpp"
LTexture gEnergyTexture;
Energy::Energy()
{
//Initialize the offsets
mPosX = 0;
mPosY = 0;
//Set collision box dimension
mCollider.w = Energy_WIDTH;
mCollider.h = Energy_HEIGHT;
//Initialize the velocity
mVelX = 0;
mVelY = 0;
}
void Energy::move( )
{
//Move the Energy left or right
mPosX += mVelX;
mCollider.x = mPosX;
//If the Energy collided or went too far to the left or right
if( ( mPosX < 0 ) || ( mPosX + Energy_WIDTH > SCREEN_WIDTH ) )
{
//Move back
mPosX -= mVelX;
mCollider.x = mPosX;
}
//Move the Energy up or down
mPosY += mVelY;
mCollider.y = mPosY;
//If the Energy collided or went too far up or down
if( ( mPosY < 0 ) || ( mPosY + Energy_HEIGHT > SCREEN_HEIGHT ))
{
//Move back
mPosY -= mVelY;
mCollider.y = mPosY;
}
}
void Energy::Emove( )
{
mPosX -= (3+rand()%3) ;
mCollider.x = mPosX;
}
void Energy::follow_eggs(int x, int y){
mPosX=x+18;
mPosY=y;
mCollider.x = mPosX;
mCollider.y = mPosY;
}
void Energy::render()
{
//Show the Energy
gEnergyTexture.render( mPosX, mPosY );
}
bool Energy::loadMedia()
{
//Loading success flag
bool success = true;
//Load press texture
if( !gEnergyTexture.loadFromFile( "Energy.png" ) )
{
printf( "Failed to load Energy texture!\n" );
success = false;
}
return success;
}
void Energy::handleEvent( SDL_Event& e )
{
//If a key was pressed
if( e.type == SDL_KEYDOWN && e.key.repeat == 0 )
{
//Adjust the velocity
switch( e.key.keysym.sym )
{
case SDLK_UP: mVelY -= Energy_VEL; break;
case SDLK_DOWN: mVelY += Energy_VEL; break;
case SDLK_LEFT: mVelX -= Energy_VEL; break;
case SDLK_RIGHT: mVelX += Energy_VEL; break;
}
}
//If a key was released
else if( e.type == SDL_KEYUP && e.key.repeat == 0 )
{
//Adjust the velocity
switch( e.key.keysym.sym )
{
case SDLK_UP: mVelY += Energy_VEL; break;
case SDLK_DOWN: mVelY -= Energy_VEL; break;
case SDLK_LEFT: mVelX += Energy_VEL; break;
case SDLK_RIGHT: mVelX -= Energy_VEL; break;
}
}
}
///////////////////////////////////////////////////////////
void Energy::close()
{
//Free loaded images
gEnergyTexture.free();
}