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Layout.cpp
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73 lines (63 loc) · 1.82 KB
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#include "Layout.hpp"
#include "ECS/Components.hpp"
extern Manager manager;
Layout::Layout()
{
}
//Draw out enimies and walls
void Layout::Draw()
{
auto& wallT(manager.addEntity());
auto& wallB(manager.addEntity());
auto& wallL(manager.addEntity());
auto& wallR(manager.addEntity());
Game::assets->AddTexture("wall_T", "assets/images/wall_T.png");
Game::assets->AddTexture("wall_B", "assets/images/wall_B.png");
Game::assets->AddTexture("wall_L", "assets/images/wall_L.png");
Game::assets->AddTexture("wall_R", "assets/images/wall_R.png");
Game::assets->AddTexture("enemy_R", "assets/images/enemy_R.png");
Game::assets->AddTexture("enemy_Y", "assets/images/enemy_Y.png");
Game::assets->AddTexture("enemy_G", "assets/images/enemy_G.png");
Game::assets->CreateWall(Vector2D(0.0f, 0.0f), 480, 2, "wall_T");
Game::assets->CreateWall(Vector2D(0.0f, 638.0f), 480, 2, "wall_B");
Game::assets->CreateWall(Vector2D(0.0f, 0.0f), 2, 640, "wall_L");
Game::assets->CreateWall(Vector2D(478.0f, 0.0f), 2, 640, "wall_R");
ResetLayout(0);
}
void Layout::ResetLayout(int round)
{
if (round > 8)
{
round = 8;
}
//number of enemies row
for (int k = 0; k < 5; k++)
{
//number of enemies per row
for (int i = 0; i < 8; i++)
{
float x = static_cast<float>(16 + (i * 32 + i * 8));
float y = static_cast<float>(48 + (round * 40) + (k * 32 + k * 8));
switch (k)
{
case 0:
Game::assets->CreateEnemy(Vector2D(x, y), 16, 16, "enemy_R");
break;
case 1:
Game::assets->CreateEnemy(Vector2D(x, y), 16, 16, "enemy_Y");
break;
case 2:
Game::assets->CreateEnemy(Vector2D(x, y), 16, 16, "enemy_Y");
break;
case 3:
Game::assets->CreateEnemy(Vector2D(x, y), 16, 16, "enemy_G");
break;
case 4:
Game::assets->CreateEnemy(Vector2D(x, y), 16, 16, "enemy_G");
break;
default:
break;
}
}
}
}