skizzle/src/gravity_block.cpp

85 lines
2.2 KiB
C++

#include "resource_manager.hpp"
#include "gravity_block.hpp"
#include "game.hpp"
const unsigned int GravityBlock::TYPE_ID = 3;
GravityBlock::GravityBlock() : Block() {}
GravityBlock::~GravityBlock() {}
Object::Ptr GravityBlock::clone() const {
return Object::Ptr(new GravityBlock(*this));
}
void GravityBlock::prepareDraw(ResourceManager& resources) {
Block::prepareDraw(resources);
std::string texture_name = "gravity_block_";
switch (gravity_direction) {
case GravityDirection::NORTH:
texture_name += "north";
break;
case GravityDirection::EAST:
texture_name += "east";
break;
case GravityDirection::SOUTH:
texture_name += "south";
break;
case GravityDirection::WEST:
texture_name += "west";
break;
}
sprite.setTexture(resources.getTexture(texture_name + ".tga"));
}
void GravityBlock::activate(Game& game, Object::Ptr object) {
Block::activate(game, object);
// lorsque le bloc est activé, il transmet son
// sens de gravité au niveau
game.setGravityDirection(gravity_direction);
}
unsigned int GravityBlock::getTypeId() const {
return TYPE_ID;
}
void GravityBlock::init(std::ifstream& file, Object::Ptr object) {
GravityBlock::Ptr gravity_block = std::dynamic_pointer_cast<GravityBlock>(object);
// lecture de la direction de la gravité
char gravity_direction;
file.read(&gravity_direction, 1);
gravity_block->setGravityDirection((GravityDirection) gravity_direction);
// lecture des propriétés d'un bloc
Block::init(file, object);
}
Object::Ptr GravityBlock::load(std::ifstream& file) {
Object::Ptr object = Object::Ptr(new GravityBlock);
GravityBlock::init(file, object);
return object;
}
void GravityBlock::save(std::ofstream& file) const {
// écriture de la direction de la gravité
char write_gravity_direction = (char) gravity_direction;
file.write(&write_gravity_direction, 1);
// écriture des propriétés d'un bloc
Block::save(file);
}
GravityDirection GravityBlock::getGravityDirection() const {
return gravity_direction;
}
void GravityBlock::setGravityDirection(GravityDirection set_gravity_direction) {
gravity_direction = set_gravity_direction;
}