blob: 4474195309151fcaf3add943f674905b1d9a0bfb (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
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;
}
}
}
}
}
}
}
|