From: Ivan Hernanez Date: Thu, 14 Jun 2012 20:43:03 +0000 (-0500) Subject: fixed lots of pretties namely ){ -> ) { X-Git-Url: http://git.mmlx.us/?a=commitdiff_plain;h=7f592405b65fa00ffff4c093493cc929c7337824;p=IvanGame.git fixed lots of pretties namely ){ -> ) { --- diff --git a/Animation.cpp b/Animation.cpp index 20b9cdd..c1974b0 100644 --- a/Animation.cpp +++ b/Animation.cpp @@ -55,7 +55,7 @@ int Animation::loadAnimation(std::string animFile) mFrames = new SpriteFrame[mNumFrames]; mBuilt = 1; //read out frames - for(unsigned int i=0; i(); @@ -71,14 +71,14 @@ int Animation::loadAnimation(std::string animFile) double x=doc[i]["offset"]["x"].to(); double y=doc[i]["offset"]["y"].to(); /** Collision data */ - for(unsigned int j=0; j()=="circle"){ + for(unsigned int j=0; j()=="circle") { double xOffset = doc[i]["collision"][j]["offset"]["x"].to(); double yOffset = doc[i]["collision"][j]["offset"]["y"].to(); double radius = doc[i]["collision"][j]["radius"].to(); mFrames[count].collisionData.push_back(new CollisionCircle(Point2D(xOffset, yOffset), radius)); } - else if(doc[i]["collision"][j]["type"].to()=="rectangle"){ + else if(doc[i]["collision"][j]["type"].to()=="rectangle") { double xOffset = doc[i]["collision"][j]["offset"]["x"].to(); double yOffset = doc[i]["collision"][j]["offset"]["y"].to(); double width = doc[i]["collision"][j]["width"].to(); @@ -183,10 +183,10 @@ int Animation::loadAnimation(std::string animFile) // /** Collision data */ // char c; // value>>c; - // if(c == '('){ + // if(c == '(') { // value>>c; - // while(c != ')'){ - // if(c == 'n'){ + // while(c != ')') { + // if(c == 'n') { // value>>c; // continue; // } diff --git a/Animation.h b/Animation.h index 0d6434d..9c445a3 100644 --- a/Animation.h +++ b/Animation.h @@ -34,8 +34,8 @@ public: //Methods int loadAnimation(std::string animFile);/**< Loads the Animations from a file in the specified format. */ - bool operator==(Animation a){return mName==a.mName;} - bool operator!=(Animation a){return mName!=a.mName;} + bool operator==(Animation a) {return mName==a.mName;} + bool operator!=(Animation a) {return mName!=a.mName;} }; #endif diff --git a/Background.cpp b/Background.cpp index ed1a980..a824e43 100644 --- a/Background.cpp +++ b/Background.cpp @@ -10,7 +10,7 @@ WorldObject(name,-10000, pos), load(filename); cout<<"background \""<0 && y>0 && x < screen->w && y < screen->h){ + if(x>0 && y>0 && x < screen->w && y < screen->h) { Uint32 color = c&0xFFFFFF; //Uint32 color1 = SDL_MapRGB(screen->format, c&0xff, c&0xFF00, c&0xFF0000); switch (screen->format->BytesPerPixel) @@ -77,7 +77,7 @@ void DrawPixel(SDL_Surface *screen, int x, int y, Uint32 c) \param pos This is the relative position to draw the points (not & because may want to have an added value pushed in) \param color the color to be drawn */ -void DrawCircle(SDL_Surface* screen, const Point2D wPos, const Point2D pos, Uint32 color){ +void DrawCircle(SDL_Surface* screen, const Point2D wPos, const Point2D pos, Uint32 color) { DrawPixel(screen, int(wPos.x + pos.x), int(wPos.y + pos.y), color); DrawPixel(screen, int(wPos.x - pos.x), int(wPos.y + pos.y), color); DrawPixel(screen, int(wPos.x + pos.x), int(wPos.y - pos.y), color); @@ -94,14 +94,14 @@ void DrawCircle(SDL_Surface* screen, const Point2D wPos, const Point2D pos, Uint \param end This is the end position to draw the point (not & because may want to have an added value pushed in) \param color the color to be drawn */ -void DrawLine(SDL_Surface* screen, const Point2D start, Point2D end, Uint32 color){ +void DrawLine(SDL_Surface* screen, const Point2D start, Point2D end, Uint32 color) { Slock(screen); //values for calculation and max values int x,y;//start as low vals used for algorithm int xMax, yMax; //if the end point is lower swap em - if(end.y < start.y){ + if(end.y < start.y) { x = (int)end.x; y = (int)end.y; xMax = (int)start.x; @@ -124,8 +124,8 @@ void DrawLine(SDL_Surface* screen, const Point2D start, Point2D end, Uint32 colo int sum = 2 * dY + dX; DrawPixel(screen, x, y, color); - while( x < xMax){ - if(sum < 0){ + while( x < xMax) { + if(sum < 0) { sum += 2 * dX; y++; } @@ -135,7 +135,7 @@ void DrawLine(SDL_Surface* screen, const Point2D start, Point2D end, Uint32 colo } } else { - while(y < yMax){ + while(y < yMax) { DrawPixel(screen, x, y, color); y++; } @@ -143,7 +143,7 @@ void DrawLine(SDL_Surface* screen, const Point2D start, Point2D end, Uint32 colo Sulock(screen); } -void CollisionRectangle::draw(const Point2D& pos){ +void CollisionRectangle::draw(const Point2D& pos) { Point2D nPos = pos + mPos; //top Point2D startPos = nPos + Point2D(-width/2, -height/2); @@ -163,14 +163,14 @@ void CollisionRectangle::draw(const Point2D& pos){ DrawLine(Game::game()->Screen(), startPos, endPos, color); } -void CollisionCircle::draw(const Point2D& pos){ +void CollisionCircle::draw(const Point2D& pos) { Slock(Game::game()->Screen()); int x=0,y=(int)radius;///Screen(), pos + mPos, Point2D(x,y), color); //calculate other points - while(xScreen()); } -bool Collision::checkCollisions(const vector& c, const Point2D cPos, const Point2D pos){ - for(unsigned int i=0; i < c.size(); i++){ +bool Collision::checkCollisions(const vector& c, const Point2D cPos, const Point2D pos) { + for(unsigned int i=0; i < c.size(); i++) { if(collision(c[i], cPos, pos))//if any are true return true then and there return true; } @@ -193,7 +193,7 @@ bool Collision::checkCollisions(const vector& c, const Point2D cPos, } bool CollisionRectangle::collision(const Collision *c, const Point2D cPos, const Point2D pos) const { - if(const CollisionRectangle* rec = dynamic_cast(c)){ + if(const CollisionRectangle* rec = dynamic_cast(c)) { ///check rect vs rect really just axis aligned box check (simpler) double r1Left = -width/2 + mPos.x + pos.x; double r1Right = width/2 + mPos.x + pos.x; @@ -209,7 +209,7 @@ bool CollisionRectangle::collision(const Collision *c, const Point2D cPos, const bool outsideY = r1Bottom < r2Top || r1Top > r2Bottom; return !(outsideY || outsideX); } - else if(dynamic_cast(c)){ + else if(dynamic_cast(c)) { return c->collision(this, cPos, pos); } //if something breaks bad @@ -220,7 +220,7 @@ bool CollisionCircle::collision(const Collision *c, const Point2D cPos, const Po if (const CollisionRectangle* r = dynamic_cast(c)) { collision(r, cPos, pos);///call the circle rect fn } - else if(const CollisionCircle* col = dynamic_cast(c)){ + else if(const CollisionCircle* col = dynamic_cast(c)) { ///check circle vs circle if(((col->mPos + cPos) - (mPos + pos)).length() <= (col->radius + radius)) return true; diff --git a/Collision.h b/Collision.h index cb6b518..55ddf2a 100644 --- a/Collision.h +++ b/Collision.h @@ -17,7 +17,7 @@ using std::string; class Collision { public: - Collision():mPos(0.0,0.0),color(0xFF00FF00){ } + Collision():mPos(0.0,0.0),color(0xFF00FF00) { } Point2D mPos;/**< The position of the center of the collision data */ /** Check collision with objects @@ -54,8 +54,8 @@ protected: class CollisionRectangle : public Collision { public: - CollisionRectangle():width(1.0),height(1.0){}; - CollisionRectangle(Point2D pt, double w, double h):width(w),height(h){ mPos = pt;} + CollisionRectangle():width(1.0),height(1.0) {}; + CollisionRectangle(Point2D pt, double w, double h):width(w),height(h) { mPos = pt;} double width;/**< Rectangle's width */ double height;/**< Rectangle's height */ /** @@ -82,7 +82,7 @@ class CollisionCircle : public Collision { public: CollisionCircle(); - CollisionCircle(Point2D pt, double r) : radius(r){ mPos = pt; } + CollisionCircle(Point2D pt, double r) : radius(r) { mPos = pt; } double radius; /**< The raidus of the circle */ /** This does collision between Rectangles and Circles diff --git a/Font.cpp b/Font.cpp index 08dd95f..3e0153b 100644 --- a/Font.cpp +++ b/Font.cpp @@ -6,7 +6,7 @@ using namespace std; -Font::Font( FontType t, int s ) : type(t), size(s), count(1){ +Font::Font( FontType t, int s ) : type(t), size(s), count(1) { // Load a font fontFile = type==English ? "FreeSans.ttf" : "Japanese.ttf"; font = TTF_OpenFont(fontFile.c_str(), size); @@ -14,7 +14,7 @@ Font::Font( FontType t, int s ) : type(t), size(s), count(1){ cerr << "TTF_OpenFont() Failed: " << TTF_GetError() << endl; } -Font::Font( int s ) : type(English), size(s), count(1){ +Font::Font( int s ) : type(English), size(s), count(1) { // Load a font fontFile = "FreeSans.ttf"; font = TTF_OpenFont(fontFile.c_str(), size); @@ -24,12 +24,12 @@ Font::Font( int s ) : type(English), size(s), count(1){ } -Font::~Font(){ +Font::~Font() { TTF_CloseFont(font); } -void Font::setSize(int s){ - if(s!=size){ +void Font::setSize(int s) { + if(s!=size) { TTF_CloseFont(font); font = TTF_OpenFont(fontFile.c_str(), s); } diff --git a/Game.cpp b/Game.cpp index 49b3d6b..b26ef84 100644 --- a/Game.cpp +++ b/Game.cpp @@ -41,7 +41,7 @@ Game* Game::m_instance = NULL; Calling the constructor publicly is not allowed. The constructor is private and is only called by this Instance function. */ -Game* Game::game(){ +Game* Game::game() { if(!m_instance) m_instance = new Game; return m_instance; @@ -108,16 +108,16 @@ int Game::getLevelIndex() return mCurrentLevel; } -void Game::setCurrentLevel(string name){ - if(mCurrentLevel<0){ +void Game::setCurrentLevel(string name) { + if(mCurrentLevel<0) { loadCurrentLevel(name); return; } else { mLevels[mCurrentLevel]->unload(); - for(unsigned int i=0, count = mLevels.size(); i < count; i++){ - if(mLevels[i]->getName() == name){ + for(unsigned int i=0, count = mLevels.size(); i < count; i++) { + if(mLevels[i]->getName() == name) { mCurrentLevel=i; return; } @@ -126,9 +126,9 @@ void Game::setCurrentLevel(string name){ cout<<"Level "<getName() == name){ +void Game::loadCurrentLevel(string name) { + for(unsigned int i=0, count = mLevels.size(); i < count; i++) { + if(mLevels[i]->getName() == name) { LoadingLevel = mLevels[i]; this->mLevels[i]->load(); LoadingLevel = NULL; diff --git a/Game.h b/Game.h index 78849f1..3b53c4d 100644 --- a/Game.h +++ b/Game.h @@ -61,7 +61,7 @@ public: void run(); /** Returns the main screen to allow for drawing */ - SDL_Surface* Screen(){ return mScreen; } + SDL_Surface* Screen() { return mScreen; } /** Retrns the Current FPS of the game */ Uint32 getFPS() { return currentFPS; } diff --git a/HUD.h b/HUD.h index 8f92339..071fb5d 100644 --- a/HUD.h +++ b/HUD.h @@ -3,7 +3,7 @@ class HUD { public: - HUD(){} + HUD() {} // // TextScroller scroller; // TextFader fader; diff --git a/Level.cpp b/Level.cpp index 0b99d85..38a7e07 100644 --- a/Level.cpp +++ b/Level.cpp @@ -82,7 +82,7 @@ void Level::DrawSprites() void Level::DrawCollisions() { - if(Game::game()->ShowCollisions){ + if(Game::game()->ShowCollisions) { mBackground->drawCollisions(); for (size_t i=0; idrawCollisions(); @@ -105,7 +105,7 @@ void Level::postEvent(SDL_Event event) } /** Will handle all movement and dynamic triggers. */ -void Level::update(){ +void Level::update() { sort(mWorldObjects.begin(),mWorldObjects.end()); if (Loaded) { @@ -117,7 +117,7 @@ void Level::update(){ unload(); return; } - for(unsigned int i=0, size = mWorldObjects.size(); iupdate(); else @@ -126,30 +126,30 @@ void Level::update(){ return; } } - for(unsigned int i=0, size = ToRemove.size(); i::iterator ptr = mWorldObjects.begin(); ptr != mWorldObjects.end(); ptr++){ - if(*ptr == ToRemove[i]){ + for(vector::iterator ptr = mWorldObjects.begin(); ptr != mWorldObjects.end(); ptr++) { + if(*ptr == ToRemove[i]) { delete *ptr; mWorldObjects.erase(ptr); removed=true; break; } } - if(removed){ - for(vector::iterator ptr = mSprites.begin(); ptr != mSprites.end(); ptr++){ - if(*ptr == ToRemove[i]){ + if(removed) { + for(vector::iterator ptr = mSprites.begin(); ptr != mSprites.end(); ptr++) { + if(*ptr == ToRemove[i]) { mSprites.erase(ptr); removed=true; break; } } } else{ - for(vector::iterator ptr = ToAdd.begin(); ptr != ToAdd.end(); ptr++){ - if(*ptr == ToRemove[i]){ + for(vector::iterator ptr = ToAdd.begin(); ptr != ToAdd.end(); ptr++) { + if(*ptr == ToRemove[i]) { ToAdd.erase(ptr); break; } @@ -158,7 +158,7 @@ void Level::update(){ } } ToRemove.clear(); - for(unsigned int i=0, size = ToAdd.size(); i(ToAdd[i])) mSprites.push_back(sp); @@ -180,24 +180,24 @@ void Level::update(){ } } -void Level::load(){ +void Level::load() { clearData(); mLoadBehavior(); /// \todo Add menu Loaded = true; } -void Level::unload(){ +void Level::unload() { mUnloadBehavior(); clearData(); Loaded = false; } -void Level::clearData(){ +void Level::clearData() { /// \todo stop and delete sound //clear WorldObjects - for(unsigned int i=0,size=mWorldObjects.size(); i texts = vector(); - for(map::iterator it = mTextures.begin(),end=mTextures.end();it!=end;it++){ + for(map::iterator it = mTextures.begin(),end=mTextures.end();it!=end;it++) { glDeleteTextures(1, &it->second); } mTextures.clear(); @@ -222,67 +222,67 @@ void Level::clearData(){ } -void Level::addSprite(Sprite* sp){ +void Level::addSprite(Sprite* sp) { ToAdd.push_back(sp); } -Sprite* Level::getSprite(string name){ - for(int i=0, count=mSprites.size(); i < count; i++){ - if(mSprites[i]->getName()==name){ +Sprite* Level::getSprite(string name) { + for(int i=0, count=mSprites.size(); i < count; i++) { + if(mSprites[i]->getName()==name) { return mSprites[i]; } } return NULL; } -void Level::removeSprite(Sprite* sp){ +void Level::removeSprite(Sprite* sp) { ToRemove.push_back(sp); } -void Level::addAnimation(Animation anim){ +void Level::addAnimation(Animation anim) { mAnims.push_back(anim); } -Animation* Level::getAnimation(string name){ - for(int i=0, count=mAnims.size(); i < count; i++){ - if(mAnims[i].mName==name){ +Animation* Level::getAnimation(string name) { + for(int i=0, count=mAnims.size(); i < count; i++) { + if(mAnims[i].mName==name) { return &mAnims[i]; } } return NULL; } -void Level::removeAnimation(Animation anim){ - for(vector::iterator ptr = mAnims.begin(); ptr != mAnims.end(); ptr++){ - if(*ptr == anim){ +void Level::removeAnimation(Animation anim) { + for(vector::iterator ptr = mAnims.begin(); ptr != mAnims.end(); ptr++) { + if(*ptr == anim) { mAnims.erase(ptr); return; } } } -void Level::addActor(string name, Actor actor){ +void Level::addActor(string name, Actor actor) { mActors.insert(make_pair(name, actor)); } -void Level::removeActor(string name){ +void Level::removeActor(string name) { mActors.erase(name); } -Sprite* Level::findSpriteByName(string name){ +Sprite* Level::findSpriteByName(string name) { /// \todo make this return a list of all sprites with the same name (or make it specifiable) - for(unsigned int i=0; i < mSprites.size(); i++){ + for(unsigned int i=0; i < mSprites.size(); i++) { if(mSprites[i]->getName()==name)//find the sprite with the same name return mSprites[i]; } return NULL;//if a sprite wasn't found return null } -Font* Level::getFont( int s = 24, FontType t = English){ +Font* Level::getFont( int s = 24, FontType t = English) { map font = t == English ? mFonts[0] : mFonts[1]; map::iterator it = font.find(s); //if the font doesn't exist - if(it!=font.end()){ + if(it!=font.end()) { //create it Font* f = new Font(t,s); font[s] = f; @@ -294,17 +294,17 @@ Font* Level::getFont( int s = 24, FontType t = English){ } } -void Level::closeFont( Font* f){ +void Level::closeFont( Font* f) { map font = f->type == English ? mFonts[0] : mFonts[1]; map::iterator it = font.find(f->size); - if(it != font.end()){ + if(it != font.end()) { //if we're here we have a font Font* f = it->second; //decrement the count of texts using the font f->count--; //if there are none left - if(f->count==0){ + if(f->count==0) { //delete it font.erase(it); } diff --git a/Level.h b/Level.h index ef41000..2e16f34 100644 --- a/Level.h +++ b/Level.h @@ -51,9 +51,9 @@ public: void removeAnimation(Animation anim);/**< remove an Actor to the list of sprites \param anim The actor to add */ void addActor(string name, Actor actor);/**< add a Actor to the list of sprites \param name Name of the actor \param actor The actor to add */ void removeActor(string name);/**< remove the Actor sp from the list of sprites \param name Name of the actor to remove */ - string getName(){ return mName; }/**< returns the current level's name \return Level's name */ - void setBackground(Background* b){mBackground=b;}/**< sets the current level's background \param b Background */ - Background* getBackground(){return mBackground;}/**< gets the current level's name \return Level's Background */ + string getName() { return mName; }/**< returns the current level's name \return Level's name */ + void setBackground(Background* b) {mBackground=b;}/**< sets the current level's background \param b Background */ + Background* getBackground() {return mBackground;}/**< gets the current level's name \return Level's Background */ Sprite* findSpriteByName(string name);/**< returns the first Sprite with a given name \param name Name of the sprite to return \return Pointer to the requested sprite */ bool Loaded;/**< Shows if the level has loaded or not (level changing) */ void Unload();/**< What should be done when this level is left (not deleted) */ diff --git a/LevelFns.h b/LevelFns.h index 5e78e70..d4d7db6 100644 --- a/LevelFns.h +++ b/LevelFns.h @@ -5,7 +5,7 @@ #include "SDL_ttf.h" ///\file LevelFns.h this file should contain all Behaviors for Levels -void LevelWorldLoad(){ +void LevelWorldLoad() { Level* l = Game::game()->LoadingLevel; SDL_Surface* screen = Game::game()->Screen(); @@ -31,7 +31,7 @@ void LevelWorldLoad(){ sun->setSpeed(1); } -void LevelWorldUpdate(){ +void LevelWorldUpdate() { Level* LevelWorld = Game::game()->getCurrentLevel(); Sprite* player = LevelWorld->getSprite("viking1"); @@ -39,13 +39,13 @@ void LevelWorldUpdate(){ Background* bg = LevelWorld->getBackground(); Uint8 *keys = SDL_GetKeyState(NULL); - if(player){ + if(player) { if ( keys[SDLK_LEFT] ) { player->xadd(-1); } if ( keys[SDLK_RIGHT] ) { player->xadd(1); } if ( keys[SDLK_UP] ) { player->yadd(-1); } if ( keys[SDLK_DOWN] ) { player->yadd(1); } } - if(bg){ + if(bg) { if ( keys[SDLK_a] ) { bg->xadd(-1); } if ( keys[SDLK_d] ) { bg->xadd(1); } if ( keys[SDLK_w] ) { bg->yadd(-1); } diff --git a/LoadResources.cpp b/LoadResources.cpp index 71cc8d4..5059b5d 100644 --- a/LoadResources.cpp +++ b/LoadResources.cpp @@ -4,7 +4,7 @@ ///\file LoadResources.cpp this file should contain implementations for loading resources -void Game::LoadResources(){ +void Game::LoadResources() { mLevels.push_back(new Level("World", NeverEnd, LevelWorldLoad, LevelWorldUpdate)); } diff --git a/Sprite.cpp b/Sprite.cpp index 8b76308..fe843f0 100644 --- a/Sprite.cpp +++ b/Sprite.cpp @@ -45,7 +45,7 @@ void Sprite::draw() mLastUpdate = SDL_GetTicks(); } } - if(mVisible == true){ + if(mVisible == true) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(1, 1, 1, mTransparency); @@ -78,16 +78,16 @@ void Sprite::draw() } } -void Sprite::update(){ +void Sprite::update() { mBehavior(); } -vector& Sprite::getCollisionData(){ +vector& Sprite::getCollisionData() { return mActor.mAnimations[mActor.mCurrentAnimation]->mFrames[mActor.mFrame].collisionData; } -void Sprite::drawCollisions(){ +void Sprite::drawCollisions() { //get the frame for readability SpriteFrame frame = mActor.mAnimations[mActor.mCurrentAnimation]->mFrames[mActor.mFrame]; //center the location @@ -95,7 +95,7 @@ void Sprite::drawCollisions(){ WorldObject::drawCollisions(frame.collisionData, pt); } -Sprite* Sprite::collisionWithSprite(string name){ +Sprite* Sprite::collisionWithSprite(string name) { //get the frame for readability SpriteFrame* frame = getAnimation(); //get the first sprite with this name diff --git a/Sprite.h b/Sprite.h index 37f43e6..a7dfac0 100644 --- a/Sprite.h +++ b/Sprite.h @@ -17,13 +17,13 @@ class Sprite : public WorldObject { public: Sprite(std::string name, Actor actor); - void setAnimation(int animation){ mActor.mCurrentAnimation = animation; }/**< changes to the specified animation beginning at 0. */ - SpriteFrame* getAnimation(){ return &mActor.mAnimations[mActor.mCurrentAnimation]->mFrames[mActor.mFrame]; }/**< returns active animation. (actually the current frame within the animation) \todo see if this is slower maybe undo */ + void setAnimation(int animation) { mActor.mCurrentAnimation = animation; }/**< changes to the specified animation beginning at 0. */ + SpriteFrame* getAnimation() { return &mActor.mAnimations[mActor.mCurrentAnimation]->mFrames[mActor.mFrame]; }/**< returns active animation. (actually the current frame within the animation) \todo see if this is slower maybe undo */ void setFrame(int frame) { mActor.mFrame = frame; }/**< cahnges to the specified frame of the animation beginning at 0. */ int getFrame() { return mActor.mFrame; }/**< returns active frame. */ void setSpeed(float speed) { mSpeed = speed; }/**< sets the Sprite's speed. */ float getSpeed() { return mSpeed;}/**< returns a Sprite's current speed. */ - void toggleAnim(){ mAnimating = !mAnimating; }/**< Pauses or resumes an animation. */ + void toggleAnim() { mAnimating = !mAnimating; }/**< Pauses or resumes an animation. */ void startAnim() {mAnimating = 1; }/**< Causes the animation to play. */ void stopAnim() {mAnimating = 0; }/**< Causes the animation to stop. */ void rewind() {mActor.mFrame = 0; }/**< Resets the Sprite's animation to the first frame. */ diff --git a/Text.cpp b/Text.cpp index 6af939c..9ca64b4 100644 --- a/Text.cpp +++ b/Text.cpp @@ -6,15 +6,15 @@ #include using namespace std; -Text::Text(string filename, FontType t, int s, SDL_Color c, int w, int h ) : WorldObject(filename), mFont(Game::game()->getCurrentLevel()->getFont(s, t)), color(c), width(w), height(h){ +Text::Text(string filename, FontType t, int s, SDL_Color c, int w, int h ) : WorldObject(filename), mFont(Game::game()->getCurrentLevel()->getFont(s, t)), color(c), width(w), height(h) { } -Text::Text(string name, string t, int s, SDL_Color c, int w, int h) : WorldObject(name), text(t), mFont(Game::game()->getCurrentLevel()->getFont(s, (FontType)0)), color(c), width(w), height(h){ +Text::Text(string name, string t, int s, SDL_Color c, int w, int h) : WorldObject(name), text(t), mFont(Game::game()->getCurrentLevel()->getFont(s, (FontType)0)), color(c), width(w), height(h) { } -Text::~Text(){ +Text::~Text() { Game::game()->getCurrentLevel()->closeFont(mFont); } @@ -73,5 +73,5 @@ void Text::draw() glDeleteTextures(1, &texture); } -void Text::update(){ +void Text::update() { } \ No newline at end of file diff --git a/WorldObject.cpp b/WorldObject.cpp index f2b9428..86be1a1 100644 --- a/WorldObject.cpp +++ b/WorldObject.cpp @@ -2,10 +2,10 @@ #include "fns.h" -void WorldObject::drawCollisions(){} +void WorldObject::drawCollisions() {} -void WorldObject::drawCollisions(vector &vec, const Point2D& pos){ - for(unsigned int i=0; i < vec.size(); i++){ +void WorldObject::drawCollisions(vector &vec, const Point2D& pos) { + for(unsigned int i=0; i < vec.size(); i++) { vec[i]->draw(pos); } } diff --git a/WorldObject.h b/WorldObject.h index b9dbe2a..2ebd9c6 100644 --- a/WorldObject.h +++ b/WorldObject.h @@ -25,14 +25,14 @@ public: void yset(int y) {mPos.y = y;}/**< Sets the Sprite's y coordinate. */ void setPosition(int x, int y) {mPos.x = x; mPos.y = y;}/**< Sets the Sprite's x an y coordinate. */ Point2D getPosition() { return mPos; }/**< Gets the Sprite's position */ - void setTransparency(float f){ mTransparency = f>1?1:f<0?0:f;}/**< Sets the Sprite's transparency. \param f The sprite's transparancy [0,1] other values will be force set */ - float getTransparency(){return mTransparency;}/**< Gets the Sprite's transparency. */ - void setAngle(float a){ mAngle = a; while(a>360)a-=360;}/**< Sets the Sprite's angle in degrees. \param a Angle in degrees */ - float getAngle(){return mAngle;}/**< Gets the Sprite's angle. */ + void setTransparency(float f) { mTransparency = f>1?1:f<0?0:f;}/**< Sets the Sprite's transparency. \param f The sprite's transparancy [0,1] other values will be force set */ + float getTransparency() {return mTransparency;}/**< Gets the Sprite's transparency. */ + void setAngle(float a) { mAngle = a; while(a>360)a-=360;}/**< Sets the Sprite's angle in degrees. \param a Angle in degrees */ + float getAngle() {return mAngle;}/**< Gets the Sprite's angle. */ void setZOrder(int i) { ZOrder=i; } int getZOrder() { return ZOrder; } - std::string getName(){ return mName; }/**< returns the Sprite's name */ - bool operator<(WorldObject &rhs){ return ZOrder < rhs.getZOrder(); } + std::string getName() { return mName; }/**< returns the Sprite's name */ + bool operator<(WorldObject &rhs) { return ZOrder < rhs.getZOrder(); } protected: std::string mName;/**< Sprite's name */ diff --git a/fns.cpp b/fns.cpp index ec94784..78464bb 100644 --- a/fns.cpp +++ b/fns.cpp @@ -41,42 +41,42 @@ SDL_Surface* LoadImage( std::string filename ) return compatible_image; } -Point2D::Point2D (const SizeD& copy){ +Point2D::Point2D (const SizeD& copy) { x = copy.w; y = copy.h; } -double Point2D::length(){ +double Point2D::length() { return sqrt(x*x + y*y); } -Point2D Point2D::unitVec(){ +Point2D Point2D::unitVec() { double len = length();///< \todo optimize return Point2D((x/len), (y/len)); } -Point2D Point2D::add(Point2D pt){ +Point2D Point2D::add(Point2D pt) { x += pt.x; y += pt.y; return *this; } -Point2D Point2D::sub(Point2D pt){ +Point2D Point2D::sub(Point2D pt) { x -= pt.x; y -= pt.y; return *this; } -Point2D Point2D::mult(double d){ +Point2D Point2D::mult(double d) { x *= d; y *= d; return *this; } -Point2D Point2D::div(double d){ +Point2D Point2D::div(double d) { x /= d; y /= d; return *this; } -unsigned int nextPow2(unsigned int i){ +unsigned int nextPow2(unsigned int i) { i--; i |= i>>1; //handle 2 bit numbers i |= i>>2; //handle 4 bit numbers diff --git a/fns.h b/fns.h index 4e3a1fa..57d40f8 100644 --- a/fns.h +++ b/fns.h @@ -10,11 +10,11 @@ using namespace std; ///Behaviors use functions that take nothing and return nothing typedef void (*Behavior) (); ///As the name denotes, this just simply does nothing -static void DoNothing(){} +static void DoNothing() {} ///A function that determines state of level completion typedef bool (*Condition) (); ///Condition that is always false -static bool NeverEnd(){return false;} +static bool NeverEnd() {return false;} ///Texture name typedef GLuint Texture; ///deg/rad @@ -38,8 +38,8 @@ class Point2D { public: friend class SizeD; - Point2D ():x(0),y(0){} - Point2D (double X, double Y):x(X),y(Y){} + Point2D ():x(0),y(0) {} + Point2D (double X, double Y):x(X),y(Y) {} Point2D (const Point2D& copy)///< Copy object { x = copy.x; @@ -62,8 +62,8 @@ class Point2D Point2D div(double d);/**< Divides the values of this by i \return This after modificaiton*/ Point2D operator+ (const Point2D& pt) const { return Point2D(x + pt.x, y + pt.y); } Point2D operator- (const Point2D& pt) const { return Point2D(x - pt.x, y - pt.y); } - Point2D operator+= (Point2D& pt){ return add(pt); } - Point2D operator-= (Point2D& pt){ return sub(pt); } + Point2D operator+= (Point2D& pt) { return add(pt); } + Point2D operator-= (Point2D& pt) { return sub(pt); } friend ostream &operator<<(ostream &out, Point2D p) //output { out<<"("<