/** Collision data */
char c;
value>>c;
- while(c != ')'){
- if(c == 'n')
- continue;
- else if(c == 'c')
- {
- double xOffset = 0.0, yOffset = 0.0;
- value>>xOffset;
- value>>yOffset;
- double radius;
- value>>radius;
- mAnim[count].bounds.push_back(new CollisionCircle(Point2D(xOffset, yOffset), radius));
- }
- else if(c == 'r')
- {
- double xOffset = 0.0, yOffset = 0.0;
- value>>xOffset;
- value>>yOffset;
- double width = 0.0 , height = 0.0;
- value>>width;
- value>>height;
- mAnim[count].bounds.push_back(new CollisionRectangle(Point2D(xOffset, yOffset), width, height));
- }
+ if(c == '('){
value>>c;
+ while(c != ')'){
+ if(c == 'n'){
+ value>>c;
+ continue;
+ }
+ else if(c == 'c')
+ {
+ double xOffset = 0.0, yOffset = 0.0;
+ value>>xOffset;
+ value>>yOffset;
+ double radius;
+ value>>radius;
+ mAnim[count].bounds.push_back(new CollisionCircle(Point2D(xOffset, yOffset), radius));
+ }
+ else if(c == 'r')
+ {
+ double xOffset = 0.0, yOffset = 0.0;
+ value>>xOffset;
+ value>>yOffset;
+ double width = 0.0 , height = 0.0;
+ value>>width;
+ value>>height;
+ mAnim[count].bounds.push_back(new CollisionRectangle(Point2D(xOffset, yOffset), width, height));
+ }
+ value>>c;
+ }
}
/** Load image for Frame */
#Number of Frames
#ArtAssets/ milisec Transparency
-#filename pause r g b xOffset yOffset ( collisionType <Circle has offset, radius | rectangle has offset, width, height>
+#filename pause r g b xOffset yOffset ( collisionType <Circle has offset, radius | rectangle has offset, width, height>, ... )
NumFrames: 4
sun1.bmp 20 0 0 255 0.0 0.0 ( n )
sun2.bmp 20 0 0 255 0.0 0.0 ( n )
#Number of Frames
#ArtAssets/ milisec Transparency
-#filename pause r g b xOffset yOffset
+#filename pause r g b xOffset yOffset ( <n | c | r> <Circle has offset, radius | rectangle has offset, width, height>, ... )
NumFrames: 9
viking1.bmp 50 0 255 0 0.0 0.0 ( n )
-viking2.bmp 50 0 255 0 0.0 0.0 ( n )
-viking3.bmp 50 0 255 0 0.0 0.0 ( n )
-viking4.bmp 50 0 255 0 0.0 0.0 ( n )
+viking2.bmp 50 0 255 0 0.0 0.0 ( c 0.0 0.0 3.0 )
+viking3.bmp 50 0 255 0 0.0 0.0 ( r 0.0 0.0 5.0 3.0 )
+viking4.bmp 50 0 255 0 0.0 0.0 ( r 0.0 0.0 5.0 3.0 r -6.0 3.0 5.0 5.0 )
viking5.bmp 50 0 255 0 0.0 0.0 ( n )
viking6.bmp 50 0 255 0 0.0 0.0 ( n )
viking7.bmp 50 0 255 0 0.0 0.0 ( n )
for (size_t i = 0; i < mLevels.size(); ++i) {
delete mLevels[i];
}
- /// \todo Does this even need to be here or will closing the program unallocate the mem?
- //delete mScreen;
}
Level* Game::getCurrentLevel()
}
Point2D (const SizeD& copy);///< Copy object
- /** \todo add typical vector functionality like length, nomal vectors etc. */
+ /** \todo add nomal vectors */
double x;/**< x position */
double y;/**< y Position */
double length();/**< The length of the Point (from origin)