Bloc de changement de polarité utilisable une fois
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@ -19,7 +19,9 @@ protected:
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static void init(std::ifstream& file, Object::Ptr object);
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public:
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sf::Time last_activation;
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sf::Sprite icon_sprite;
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float opacity;
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bool used;
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public:
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/**
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@ -38,7 +40,7 @@ public:
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/**
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* Prépare les textures avant le dessin du bloc
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*/
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virtual void prepareDraw(ResourceManager& resources);
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virtual void draw(Level& level);
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/**
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* Appelé lorsque le bloc changeur est activé par un objet
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@ -41,7 +41,7 @@ void GravityBlock::draw(Level& level) {
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Block::draw(level);
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// on anime l'opacité de l'icône
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opacity = Utility::animateValue(opacity, 2, used ? 0 : 255);
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opacity = Utility::animateValue(opacity, 5, used ? 0 : 255);
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icon_sprite.setColor(sf::Color(255, 255, 255, opacity));
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// on dessine l'icône
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@ -1,34 +1,48 @@
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#include "manager.hpp"
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#include "utility.hpp"
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#include "switch_block.hpp"
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#include "game.hpp"
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const unsigned int SwitchBlock::TYPE_ID = 6;
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SwitchBlock::SwitchBlock() : Block() {}
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SwitchBlock::SwitchBlock() : Block(), opacity(255), used(false) {
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icon_sprite.setOrigin(sf::Vector2f(23, 23));
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}
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SwitchBlock::~SwitchBlock() {}
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Object::Ptr SwitchBlock::clone() const {
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return Object::Ptr(new SwitchBlock(*this));
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}
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void SwitchBlock::prepareDraw(ResourceManager& resources) {
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Block::prepareDraw(resources);
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sprite.setTexture(resources.getTexture("switch_block.tga"));
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void SwitchBlock::draw(Level& level) {
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// on dessine le bloc normal
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Block::draw(level);
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// on anime l'opacité de l'icône
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opacity = Utility::animateValue(opacity, 5, used ? 0 : 255);
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icon_sprite.setColor(sf::Color(255, 255, 255, opacity));
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// on dessine l'icône
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icon_sprite.setTexture(level.getResourceManager().getTexture(
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"switch_block.tga"
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));
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icon_sprite.setPosition(getPosition());
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level.getWindow().draw(icon_sprite);
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}
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void SwitchBlock::activate(Game& game, Object::Ptr object) {
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// on ne peut utiliser le bloc qu'une seule fois
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if (used) {
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return;
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}
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Block::activate(game, object);
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// on échange la polarité de l'objet en contact, si le dernier
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// objet touché par la balle n'est pas ce bloc et si un temps
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// d'une seconde est passé
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sf::Time current_time = game.getManager().getCurrentTime();
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if (current_time - last_activation >= sf::seconds(1) &&
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object->getLastActivator().lock() != shared_from_this()) {
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last_activation = current_time;
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// on échange la polarité de l'objet en contact
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object->setCharge(-object->getCharge());
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}
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used = true;
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}
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unsigned int SwitchBlock::getTypeId() const {
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