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-rw-r--r--game/coins/CoinSystem.cpp81
1 files changed, 81 insertions, 0 deletions
diff --git a/game/coins/CoinSystem.cpp b/game/coins/CoinSystem.cpp
new file mode 100644
index 0000000..4474195
--- /dev/null
+++ b/game/coins/CoinSystem.cpp
@@ -0,0 +1,81 @@
+#include "CoinSystem.h"
+#include "CoinSubScene.h"
+#include "api/CircleCollider.h"
+#include "api/Metadata.h"
+#include "api/Script.h"
+#include "api/Sprite.h"
+#include "api/Transform.h"
+#include "types.h"
+
+using namespace crepe;
+using namespace std;
+
+std::vector<CoinData> CoinSystem::coin_locations;
+
+void CoinSystem::create_coins(crepe::Scene & scn) {
+ CoinSubScene coin;
+ while(coin.create(scn) < this->MAXIMUM_AMOUNT);
+}
+
+void CoinSystem::add_location(const crepe::vec2& location){
+ coin_locations.push_back(CoinData(location));
+}
+
+void CoinSystem::remove_location(const std::string& name){
+ auto it = std::find_if(coin_locations.begin(), coin_locations.end(),
+ [&name](const CoinData& data) {
+ return data.name == name;
+ });
+
+ // If a match is found, erase
+ if (it != coin_locations.end()) {
+ coin_locations.erase(it);
+ }
+}
+
+
+void CoinSystem::update(float position, RefVector<Sprite> coin_sprites, RefVector<CircleCollider> coin_colliders, RefVector<Metadata> coin_metadatas) {
+ for (auto& coin : coin_locations) {
+ if (!coin.active) {
+ if (coin.start_location.x > SPAWN_DISTANCE + position && coin.start_location.x < SPAWN_AREA + SPAWN_DISTANCE + position) {
+
+ // Local variables to hold the matching coin data
+ Metadata* coin_metadata = nullptr;
+ CircleCollider* coin_collider = nullptr;
+
+ // Iterate over the sprites to find the matching one
+ for (Sprite& coin_sprite : coin_sprites) {
+ if (!coin_sprite.active) {
+ // Find the matching Metadata
+ for (Metadata& coin_metadata_unkown : coin_metadatas) {
+ if (coin_metadata_unkown.game_object_id == coin_sprite.game_object_id) {
+ coin_metadata = &coin_metadata_unkown;
+ // No need to continue searching
+ break;
+ }
+ }
+
+ // Find the matching CircleCollider
+ for (CircleCollider& coin_collider_unkown : coin_colliders) {
+ if (coin_collider_unkown.game_object_id == coin_sprite.game_object_id) {
+ coin_collider = &coin_collider_unkown;
+ // No need to continue searching
+ break;
+ }
+ }
+
+ // If we found both the metadata and collider, activate the coin
+ if (coin_metadata && coin_collider) {
+ coin.name = coin_metadata->name;
+ coin.active = true;
+ coin_sprite.active = true;
+ coin_collider->active = true;
+ break;
+ }
+ }
+ }
+ }
+ }
+ }
+}
+