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Level.cpp
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147 lines (122 loc) · 6.14 KB
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#include "Level.h"
#include <boost/random.hpp>
Level::Level() {
}
Level::~Level() {
}
/*void Level::loadLevel(string file) {
char str[80];
float f;
char c = '-';
FILE* pFile;
pFile = fopen(file.c_str(),"r");
while(c != 'F') {
fscanf(pFile, "%c", &c);
Command s;
s.cmd = c;
switch(c) {
case 'S':
cout << "Start of Level" << endl;
break;
case 'F':
cout << "Finished Loading Level" << endl;
break;
case 'E':
cout << "Enemy Loaded" << endl;
fscanf(pFile, " %f %f %f", &s.p1, &s.p2, &s.p3);
break;
case 'B':
cout << "Boss Loaded" << endl;
break;
default:
break;
}
}
fclose(pFile);
}*/
void Level::loadLevel(int level) {
lvl_cmds = vector<Command*>();
boost::random::mt19937 rng;
boost::random::uniform_int_distribution<> newX(1,10);
boost::random::uniform_int_distribution<> newY(1,10);
boost::random::uniform_int_distribution<> newspeedX(-1,5);
boost::random::uniform_int_distribution<> newspeedY(-1,5);
boost::random::uniform_int_distribution<> newZ(1,10);
if(level == 1) {
for(int i=0; i<5000; i++){
int rollX = newX(rng);
int rollY = newY(rng);
int rollZ = newZ(rng);
int speedX = newspeedX(rng);
int speedY = newspeedY(rng);
if(rollX > 5) rollX =0;
else rollX = 600;
if(rollY > 5) rollY =0;
else rollY = 600;
addEnemyToQueue(i*150, SR_ENEMY_1, rollX, rollY, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, speedX, speedY);
}
/*addEnemyToQueue(2800, SR_ENEMY_1, 600, 100, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, -1, 0);
addEnemyToQueue(2900, SR_ENEMY_1, 40, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 1);
addEnemyToQueue(3000, SR_ENEMY_1, 80, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 2);
addEnemyToQueue(3100, SR_ENEMY_1, 120, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 3);
addEnemyToQueue(3200, SR_ENEMY_1, 160, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(3300, SR_ENEMY_1, 200, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(3400, SR_ENEMY_1, 240, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(3500, SR_ENEMY_1, 280, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(3600, SR_ENEMY_1, 320, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(3700, SR_ENEMY_1, 360, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(3800, SR_ENEMY_1, 400, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(3900, SR_ENEMY_1, 440, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(4000, SR_ENEMY_1, 480, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(4100, SR_ENEMY_1, 520, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(4200, SR_ENEMY_1, 560, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(4300, SR_ENEMY_1, 600, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(8800, SR_ENEMY_1, 600, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(8900, SR_ENEMY_1, 560, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(9000, SR_ENEMY_1, 520, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(9100, SR_ENEMY_1, 480, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(9200, SR_ENEMY_1, 440, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(9300, SR_ENEMY_1, 400, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(9400, SR_ENEMY_1, 360, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(9500, SR_ENEMY_1, 320, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(9600, SR_ENEMY_1, 280, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(9700, SR_ENEMY_1, 240, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(9800, SR_ENEMY_1, 200, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(9900, SR_ENEMY_1, 160, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(10000, SR_ENEMY_1, 120, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(10100, SR_ENEMY_1, 80, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(10200, SR_ENEMY_1, 40, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(10300, SR_ENEMY_1, 0, 0, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, 8);
addEnemyToQueue(12500, SR_ENEMY_1, 320, 480, 90, 1, 1, PLAYER_BEAM_NORMAL, FLIGHT_NORMAL, 0, -8);*/
}
}
void Level::addEnemyToQueue(int timer, int image, int posX, int posY, int shotDelay, int damage, int armor, int beam, int flightType, int speedX, int speedY) {
Command* c = new Command();
c->cmd = 'E';
c->timer = timer;
c->p1 = SR_ENEMY_1;
c->p2 = posX;
c->p3 = posY;
c->p4 = shotDelay;
c->p5 = damage;
c->p6 = armor;
c->p7 = beam;
c->p8 = flightType;
c->p9 = speedX;
c->p10 = speedY;
lvl_cmds.push_back(c);
}
bool Level::isNextEvent() {
if(lvl_cmds.size() > 0) {
// cout << "SDL_GETTICKS(): " << SDL_GetTicks() << " levelstarttime: " << levelStartTime << " event timer: " << lvl_cmds.at(0)->timer << " event cmd: " << lvl_cmds.at(0)->cmd << " event p1: " << lvl_cmds.at(0)->p1<< endl;
// vector<Command*>::iterator ii = lvl_cmds.begin();
if(SDL_GetTicks() - levelStartTime >= lvl_cmds.at(0)->timer ) {
return true;
}
}
return false;
}
Command* Level::nextEvent() {
vector<Command*>::iterator ii = lvl_cmds.begin();
return (*ii);
}