#include "engine.h" UserShip* getShipWithName(string shipname) { string path = "data/ships/user/"; ifstream ships; ships.open((path + "userships.txt").c_str()); char workaround; ships >> workaround; while(ships.good()) { string shipPath; getline(ships, shipPath); ifstream ins; ins.open((path + workaround + shipPath).c_str()); // cout << path + workaround + shipPath << endl; char workaround2; ins >> workaround2; string thisShipname; getline(ins, thisShipname); thisShipname = workaround2 + thisShipname; ins.close(); if(thisShipname == shipname) { ships.close(); return new UserShip(path + workaround + shipPath); } ships >> workaround; } ships.close(); cout << "Save File corrupted: unable to find Ship with name " << shipname << endl; return NULL; } Weapon* getWeaponWithName(string weaponname) { string path = "data/weapons/"; ifstream weapons; weapons.open((path + "weapons.txt").c_str()); char workaround; weapons >> workaround; while(weapons.good()) { string weaponPath; getline(weapons, weaponPath); ifstream ins; ins.open((path + workaround + weaponPath).c_str()); char workaround2; ins >> workaround2; string thisWeaponname; getline(ins, thisWeaponname); thisWeaponname = workaround2 + thisWeaponname; ins.close(); if(thisWeaponname == weaponname) { weapons.close(); return new Weapon(path + workaround + weaponPath); } weapons >> workaround; } weapons.close(); cout << "Save File corrupted: unable to find Weapon with name " << weaponname << endl; return NULL; } Account::Account() { gold = 0; highscore = 0; ifstream ins; string path = "data/ships/user/"; ins.open((path + "userships.txt").c_str()); current = 0; string shippath; getline(ins, shippath); UserShip *startShip = new UserShip(path + shippath); ships.push_back(startShip); } Account::~Account() { for(int i = 0; i < (int) ships.size(); i++) delete ships[i]; for(int i = 0; i < (int) weapons.size(); i++) delete weapons[i]; } void Account::resetShips() { for(int i = 0; i < (int) ships.size(); ++i) { ships[i]->reset(); // ships[i]->hp = ships[i]->maxhp; // ships[i]->energy = ships[i]->maxEnergy; // ships[i]->xSpeed = 0; // ships[i]->ySpeed = 0; } } Account::Account(string filename) { ifstream ins; ins.open((filename).c_str()); getline(ins, name); ins >> gold; ins >> highscore; int Nships; ins >> Nships; for(int i = 0; i < (int) Nships; ++i) { string shipname; char workaround; ins >> workaround; getline(ins, shipname); shipname = workaround + shipname; UserShip* s = getShipWithName(shipname); vector tu = s->getUpgradeables(); for(int j = 0; j < (int) tu.size(); ++j) tu[j]->load(ins); int Nweapons; ins >> Nweapons; for(int j = 0; j < Nweapons; ++j) { ins >> workaround; string weaponname; getline(ins, weaponname); weaponname = workaround + weaponname; delete s->weapons[j]; s->weapons[j] = getWeaponWithName(weaponname); } ships.push_back(s); } ins >> current; int Nlevels; ins >> Nlevels; for(int i = 0; i < Nlevels; ++i) { int level; ins >> level; levels.push_back(level); } double nexp; ins >> nexp; addExp(nexp); ins.close(); } void Account::save() { spaceto_(name); bool was_saved = false; ifstream ins; ins.open("save/saves.txt"); string line; getline(ins, line); if(line == name) was_saved = true; string allSaves = line; while(ins.good()) { string line; getline(ins, line); if(line == name) was_saved = true; allSaves += "\n" + line; } ins.close(); if(!was_saved) { ofstream makeEntry; makeEntry.open("save/saves.txt"); makeEntry << allSaves << '\n' << name; } ofstream ofs; ofs.open(("save/" + name + ".txt").c_str()); _tospace(name); ofs << name << endl; ofs << gold << endl; ofs << highscore << endl; ofs << ships.size() << endl; for(int i = 0; i < (int) ships.size(); ++i) { ofs << ships[i]->name << endl; vector tu = ships[i]->getUpgradeables(); for(int j = 0; j < (int) tu.size(); ++j) tu[j]->save(ofs); ofs << ships[i]->weapons.size() << endl; for(int j = 0; j < (int) ships[i]->weapons.size(); ++j) ofs << ships[i]->weapons[j]->name << endl; } ofs << current << endl; ofs << levels.size() << endl; for(int i = 0; i < (int) levels.size(); ++i) ofs << levels[i] << endl; ofs << exp; ofs.close(); } ObjectHandler::ObjectHandler(Account* newuser, SDL_Surface* newscreen, SDL_Surface* background) { user = newuser; screen = newscreen; BG = new SlidingBackground(background,0,50); highscore = 0; gold = 0; } void ObjectHandler::spawnEnemy(EnemyShip* enemy,double nx, double ny) { enemy->x = nx; enemy->y = ny; enemies.push_back(enemy); } ObjectHandler::~ObjectHandler() { for(list::iterator i = friendlyProjectiles.begin(); i!= friendlyProjectiles.end();++i) delete *i; for(list::iterator i = enemyProjectiles.begin(); i!= enemyProjectiles.end();++i) delete *i; for(list::iterator i = enemies.begin(); i!= enemies.end();++i) delete *i; delete BG; } void ObjectHandler::frameEnemy(EnemyShip* s, double time) { vector moreProjectiles = s->frame(time); for(int i = 0; i < (int) moreProjectiles.size(); ++i) enemyProjectiles.push_back(moreProjectiles[i]); } int ObjectHandler::frame(double time) { UserShip *s = user->ships[user->current]; //applies controles Uint8 *keyState = SDL_GetKeyState(NULL); s->down = -keyState[SDLK_UP]+keyState[SDLK_DOWN]; s->right = -keyState[SDLK_LEFT]+keyState[SDLK_RIGHT]; s->shooting = keyState[SDLK_SPACE]; //frames the content list::iterator l1; list::iterator l2; l1 = friendlyProjectiles.begin(); while(l1 != friendlyProjectiles.end()) { //looking for collisions with enemies double startx,starty; startx = (*l1)->x; starty = (*l1)->y; (*l1)->frame(time); bool hit = false; for(l2 = enemies.begin(); l2!= enemies.end(); ++l2) { if((*l2)->hp > 0 && intersects((*l1)->collisionSize + (*l2)->collisionSize, startx-(*l2)->x, starty-(*l2)->y, (*l1)->x-(*l2)->x, (*l1)->y-(*l2)->y)) { (*l2)->hit(**l1); // cout << (*l2)-> hp << endl; hit = true; break; } } if(ooB(*l1,screen) || hit) { delete *l1; l1 = friendlyProjectiles.erase(l1); } else l1++; } l1 = enemyProjectiles.begin(); while(l1 != enemyProjectiles.end()) { double startx = (*l1)->x; double starty = (*l1)->y; (*l1)->frame(time); bool hit = false; if(intersects((*l1)->collisionSize + s->collisionSize, startx-s->x, starty-s->y, (*l1)->x-s->x, (*l1)->y-s->y)) { s->hit(**l1); hit = true; } if(ooB(*l1,screen) || hit) { delete *l1; l1 = enemyProjectiles.erase(l1); //return 1; } else l1++; } //cout << enemyProjectiles.size() << endl; l2 = enemies.begin(); while(l2 != enemies.end()) { frameEnemy(*l2,time); if((*l2)->hp <= 0) { highscore += (*l2)->score; gold += (*l2)->gold; if(user->addExp((*l2)->exp)) { cout << "Level Up!" << endl; user->gold += user->getLevel() * 15; cout << "Got " << user->getLevel() * 15 << "gold to compromise for the missing Skillsystem!" << endl; } delete *l2; l2 = enemies.erase(l2); } else if(ooB(*l2,screen) && (*l2)->current == (*l2)->path.size()-1 && (*l2)->path[(*l2)->current] == make_pair((*l2)->x,(*l2)->y)) { delete *l2; l2 = enemies.erase(l2); } else l2++; } // cout << s->energy << endl; if(s->hp <= 0) return LEVEL_FAILED; vector moreProjectiles = s->frame(time,screen); for(int i = 0; i < (int) moreProjectiles.size(); ++i) friendlyProjectiles.push_back(moreProjectiles[i]); //apply background BG->frame(1/60.0); BG->draw(screen); //draws all Objects for(list::iterator i = enemies.begin(); i!= enemies.end();++i) { (*i)->draw(screen); } for(list::iterator i = friendlyProjectiles.begin(); i!= friendlyProjectiles.end();++i) { (*i)->draw(screen); } for(list::iterator i = enemyProjectiles.begin(); i!= enemyProjectiles.end();++i) { (*i)->draw(screen); } s->draw(screen); return 0; } HUD::HUD(long long *nhighscore, double *nhp, double nhpmax, double *nenergy, double nmaxEnergy, double* ngold, double* nexp) { font = NULL; textColor.r = 255; textColor.g = 255; textColor.b = 255; highscore = nhighscore; hp = nhp; hpmax = nhpmax; energy = nenergy; maxEnergy = nmaxEnergy; gold = ngold; exp = nexp; energyRaw = loadBMP("data/images/energy_raw2.bmp"); SDL_Surface *bubbles = loadBMP("data/images/energy_bubbles3.bmp"); energyBubbles = new SlidingBackground(bubbles,0,-200); energyMasc = loadBMP("data/images/energy_masc2.bmp"); hpRaw = loadBMP("data/images/hp_raw.bmp"); hpMasc = loadBMP("data/images/hp_masc2.bmp"); background = loadBMP("data/images/hud_background.bmp"); font = TTF_OpenFont("data/fonts/OpenSans-Semibold.ttf",12); if(font == NULL) { cout << "Error loading font in HUD" << endl; } Uint32 colorkey = SDL_MapRGB(energyMasc->format,255 , 255, 255); SDL_SetColorKey(energyMasc, 0, colorkey); SDL_SetColorKey(energyMasc, SDL_SRCCOLORKEY, colorkey); SDL_SetColorKey(hpMasc, 0, colorkey); SDL_SetColorKey(hpMasc, SDL_SRCCOLORKEY, colorkey); } HUD::~HUD() { SDL_FreeSurface(energyRaw); delete energyBubbles; SDL_FreeSurface(energyMasc); SDL_FreeSurface(hpRaw); SDL_FreeSurface(hpMasc); TTF_CloseFont(font); } void HUD::draw(SDL_Surface* screen) { //applying HUD-background SDL_Rect dest,src; dest.x = 300; dest.y = 0; SDL_BlitSurface(background,NULL,screen,&dest); //making a SDL_Surface to hold the bar as it is being painted SDL_Surface *energyBar = copyImage(energyRaw); dest.x = 0; dest.y = 0; dest.w = energyBar->w; dest.h = energyBar->h; SDL_FillRect(energyBar,&dest,0); //drawing Raw energy int energyPixel = (energyRaw->h * *energy / maxEnergy); dest.x = 0; dest.y = energyBar->h - energyPixel; src.w = energyRaw->w; src.h = energyPixel; src.x = 0; src.y = energyRaw->h - src.h; SDL_BlitSurface(energyRaw,&src,energyBar,&dest); //apply bubbles energyBubbles->ySpeed = -60* (3.0-1.5 * *energy/ maxEnergy); energyBubbles->frame(1/60.0); SDL_Surface *bubbles = copyImage(energyRaw); dest.x = 0; dest.y = 0; dest.w = energyBar->w; dest.h = energyBar->h; SDL_FillRect(bubbles,&dest,0x00000102); energyBubbles->draw(bubbles); //amount by wich the bubbles extend further than the raw energy int surplus = 6 - 5* *energy/ maxEnergy; src.w = energyBar->w; src.h = min(energyPixel+surplus,energyBar->h); src.x = 0; src.y = energyRaw->h - src.h; dest.x = 0; dest.y = energyBar->h - min(energyPixel+surplus,energyBar->h); SDL_BlitSurface(bubbles,&src,energyBar,&dest); SDL_FreeSurface(bubbles); //lay masc over everything dest.y = energyBar->h - energyMasc->h; src.w = energyMasc->w; src.h = energyMasc->h; src.x = 0; src.y = 0; SDL_BlitSurface(energyMasc,&src,energyBar,&dest); dest.x = 320; dest.y = 480 - energyBar->h; SDL_BlitSurface(energyBar,NULL,screen,&dest); SDL_FreeSurface(energyBar); //drawing Raw hp SDL_Surface *hpBar = copyImage(hpRaw); dest.x = 0; dest.y = 0; dest.w = hpRaw->w; dest.h = hpRaw->h; SDL_FillRect(hpBar,&dest,0); int hpPixel = (hpRaw->h * *hp / hpmax); dest.x = 0; dest.y = hpBar->h - hpPixel; src.w = hpBar->w; src.h = hpPixel; src.x = 0; src.y = hpRaw->h - src.h; SDL_BlitSurface(hpRaw,&src,hpBar,&dest); //lay masc over everything dest.x = 0; dest.y = hpBar->h - hpMasc->h; src.w = hpMasc->w; src.h = hpMasc->h; src.x = 0; src.y = 0; SDL_BlitSurface(hpMasc,&src,hpBar,&dest); dest.x = 360; dest.y = 480-hpBar->h; SDL_BlitSurface(hpBar,NULL,screen,&dest); SDL_FreeSurface(hpBar); string mtemp; SDL_Surface *message = NULL; //display highscore mtemp = "highscore: " + lltostr(*highscore); message = TTF_RenderText_Solid(font, mtemp.c_str(),textColor); if(message == NULL) { cout << "error rendering text in HUD" << endl; } dest.x = 316; dest.y = 14; SDL_BlitSurface(message,NULL,screen,&dest); SDL_FreeSurface(message); //display gold mtemp = "gold: " + lltostr(*gold); message = TTF_RenderText_Solid(font, mtemp.c_str(),textColor); if(message == NULL) { cout << "error rendering text in HUD" << endl; } dest.x = 316; dest.y = 30; SDL_BlitSurface(message,NULL,screen,&dest); SDL_FreeSurface(message); //display exp mtemp = "exp: " + lltostr(*exp); message = TTF_RenderText_Solid(font, mtemp.c_str(),textColor); if(message == NULL) { cout << "error rendering text in HUD" << endl; } dest.x = 316; dest.y = 46; SDL_BlitSurface(message,NULL,screen,&dest); SDL_FreeSurface(message); } LevelEvent* createEvent(ifstream& ins) { cout << "this Event is not yet implemented!" << endl; return NULL; } //generates a Wave of enemies //[t-t0,path] vector > > > generateWave(int number, int Nweapons,SDL_Surface* screen) { double margin = 20; double spawnLength = screen->w - 80; vector > > > result; bool symmetric = true; if(number % 2 || rand()%2) symmetric = false; if(symmetric) number /= 2; bool done = false; int mirror = rand()%2; int attemps = 0; while(!done && attemps < 1000) { attemps++; int type = rand()%5; switch(type) { case 0:{ //diagonal line if(number > 2) { done = true; double dur = (rand()%500)/50.0; for(int i = 0; i < number; ++i) { vector > path; double spawnx; spawnx = margin + spawnLength*i/((double) number); if(mirror) spawnx = screen->w - spawnx; path.push_back(make_pair(spawnx,screen->h+margin)); path.push_back(make_pair(spawnx,-margin)); result.push_back(make_pair(dur - dur/number*i,path)); } } break; } case 1:{ //chaotic if(!symmetric && number > 7) { done = true; double dur = sqrt(number) * (rand()%1000)/500.0; for(int i = 0; i < number; ++i) { vector > path; double spawnx = margin + rand()%10000/10000.0*spawnLength; path.push_back(make_pair(spawnx,screen->h+margin)); path.push_back(make_pair(spawnx,-margin)); result.push_back(make_pair(dur*((rand()%1000)/1000.0),path)); } } break; } case 2:{ if(number > 2) { //down diagonalup down done = true; double dur = (rand()%500)/50.0; for(int i = 0; i < number; ++i) { vector > path; double spawnx; spawnx = margin + spawnLength*i/((double) number); if(mirror) spawnx = screen->w - spawnx; path.push_back(make_pair(spawnx,screen->h-3*margin)); path.push_back(make_pair(screen->w-spawnx,2*margin)); path.push_back(make_pair(screen->w-spawnx,screen->h+margin)); path.push_back(make_pair(spawnx,-margin)); result.push_back(make_pair(dur/((double) number)*i,path)); } } break; } case 3:{ //back and forth at top if(number < 5 && Nweapons > 0) { done = true; int baf = min(rand()%6+1,rand()%6+1); int right = rand()%2; double spawnx; if(right) spawnx = screen->w - margin; else spawnx = margin; for(int j = 0; j < number; ++j) { vector > path; for(int i = 0; i < baf; ++i) { if(right) path.push_back(make_pair(screen->w-spawnx,2*margin)); else path.push_back(make_pair(margin,2*margin)); right = !right; } if(right) path.push_back(make_pair(margin,screen->h+margin)); else path.push_back(make_pair(screen->w-spawnx,screen->h + margin)); path.push_back(make_pair(spawnx,-margin)); result.push_back(make_pair(j/(rand()%3+2),path)); } } break; } case 4:{ //circles done = true; int rounds = min(rand()%2+1,rand()%2+1); double spawnx = margin; if(mirror) spawnx = screen->w - margin; for(int j = 0; j < number; ++j) { vector > path; for(int i = 0; i < rounds*20; ++i) { if(mirror) path.push_back(make_pair(screen->w*0.2*cos(2*M_PI*i/20.0)+screen->w/2.0,screen->w*0.2*sin(2*M_PI*i/20.0)+screen->h/2.0)); else path.push_back(make_pair(screen->w*0.2*cos(2*M_PI*i/20.0)+screen->w/2.0,-screen->w*0.2*sin(2*M_PI*i/20.0)+screen->h/2.0)); } if(right) path.push_back(make_pair(margin,screen->h+margin)); else path.push_back(make_pair(screen->w-spawnx,screen->h + margin)); path.push_back(make_pair(spawnx,-margin)); result.push_back(make_pair(j/sqrt(number)*1.5,path)); } break; } default:{} } } int oldsize = result.size(); if(symmetric) for(int i = 0; i < oldsize; ++i) { vector > path; for(int j = 0; j < (int) result[i].second.size(); ++j) { path.push_back(make_pair(screen->w-result[i].second[j].first,result[i].second[j].second)); } result.push_back(make_pair(result[i].first,path)); } if(attemps == 1000) cout << "failed to generate wave with " << number << " units!" << endl; return result; } /*structure of a LevelFile IntroLevel #name data/images/bg_stars.bmp #path of background 30 #speed of background 1 #wether to randomize background position 60 #duration [s] 12346543 #seed 2 #number of Shiptypes data/tork_capsule.txt #path of Ship 50 #how many of them should spawn data/tork_spacerocket.txt #path of Ship 12 #how many 1 #how many events shall happen 0.5 #percentage of completion the event happens ****event***** #an event as specified in createEvent */ LevelGenerator::LevelGenerator(string filename, Account* user, SDL_Surface* nscreen) { vector shouldSpawn; screen = nscreen; SDL_Surface* fakeScreen = loadBMP("data/images/game_screen.bmp"); current = 0; completed = 0; event = false; ifstream ins; ins.open(filename.c_str()); if(!ins.is_open()) { cout << "Error: Could not open Level file " << filename << endl; return; } getline(ins, name); string backgroundPath; getline(ins, backgroundPath); SDL_Surface* background = loadBMP(backgroundPath); OH = new ObjectHandler(user, fakeScreen,background); UserShip *s = user->ships[user->current]; hud = new HUD(&OH->highscore, &s->hp, s->maxhp, &s->energy, s->maxEnergy, &OH->gold, user->getExpPointer()); ins >> OH->BG->ySpeed; bool rdbg; ins >> rdbg; OH->BG->setRandom(rdbg); ins >> duration; ins >> seed; int NShipTypes; ins >> NShipTypes; for(;NShipTypes;NShipTypes--) { char workaround; //discards \n ins >> workaround; string shipFilename; getline(ins, shipFilename); EnemyShip* enemy = new EnemyShip(workaround + shipFilename); prototypes.push_back(enemy); for(int l = 0; l < (int) enemy->weapons.size(); ++l) for(int i = 0; i < (int) enemy->weapons[l]->sounds.size(); ++i) for(int j = 0; j < (int) enemy->weapons[l]->sounds[i].size(); ++j) toDelete.push_back(enemy->weapons[l]->sounds[i][j]); int number; ins >> number; shouldSpawn.push_back(number); } int NEvents; ins >> NEvents; for(;NEvents;NEvents--) { double eventtime = 0; ins >> eventtime; events.push_back(make_pair(eventtime,createEvent(ins))); } s->x = OH->screen->w/2; s->y = OH->screen->h - 30; srand(seed); //Fill up the Queue double spawnTotal = 0; int spawnMax = 0; for(int i = 0; i < (int) shouldSpawn.size(); ++i) { spawnTotal += shouldSpawn[i]; spawnMax = max(spawnMax,shouldSpawn[i]); } for(int i = 0; i < (int) prototypes.size(); ++i) { int rest = shouldSpawn[i]; int Nwaves = shouldSpawn[i]*duration/spawnTotal/(rand()%8+2.5); if(Nwaves == 0) Nwaves = 1; vector willSpawn; for(int j = 0; j < Nwaves; ++j) { willSpawn.push_back(rest/(Nwaves-j)); rest -= willSpawn[j]; } //random the evenly distributed wavesizes a bit if(Nwaves > 1) for(int j = 0; j < Nwaves; ++j) { int temp = 1; if(shouldSpawn[i]/Nwaves >= 2) { temp = rand()%((int) shouldSpawn[i]/Nwaves); temp = min(temp,rand()%((int) shouldSpawn[i]/Nwaves)); temp = min(temp,rand()%((int) shouldSpawn[i]/Nwaves)); temp = min(temp,rand()%((int) shouldSpawn[i]/Nwaves)); } if(temp == 0) temp = 1; int index = rand()%Nwaves; if(willSpawn[j] < temp) temp = willSpawn[j]; if(willSpawn[j] - temp < sqrt(shouldSpawn[i])/3) temp = willSpawn[j]; willSpawn[j] -= temp; willSpawn[index] += temp; } // cout << "Waves randomed a bit!" << endl; // cout << "Generated for " << i << endl; // cout << Nwaves << " waves" << endl; // for(int l = 0; l < Nwaves; ++l) // { // cout << willSpawn[l] << " "; // } // cout << endl; double currentTime = 1; //generate the waves for(int j = 0; j < (int) willSpawn.size(); ++j) { if(willSpawn[j] > 0) { //determine the time of the wave if((j != 0 || shouldSpawn[i] != spawnMax) && ((int) (duration - currentTime)/(Nwaves-j)*2) > 1) { currentTime += min(duration- currentTime - 15, (double) (rand()%((int) (duration - currentTime)/(Nwaves-j)*2))); } vector > > > temp = generateWave(willSpawn[j],prototypes[i]->weapons.size(),OH->screen); int realSpawn = 0; for(int k = 0; k < (int) temp.size(); ++k) { spawnQueue.push_back(make_pair((temp[k].first+currentTime)/duration,make_pair(i,temp[k].second))); realSpawn++; } } } // int attemps = 0; // while(rest && attemps < 1000) // { // double waveTime = rand()%10000/10000.0*(duration-15)/duration; // if(!(rand()%3)) // waveTime = max(waveTime,rand()%1000/1000.0-15/duration); // int NperWave = 0; // if(rest < 3) // NperWave = rand()%2 + 1; // else // { // NperWave = rand()%((int) (shouldSpawn[i]/1.8 - shouldSpawn[i]/10.0))+1; // NperWave = min(NperWave, (int) rand()%((int) (shouldSpawn[i]/1.8 - shouldSpawn[i]/10.0)))+1; // NperWave = min(NperWave, (int) rand()%((int) (shouldSpawn[i]/1.8 - shouldSpawn[i]/10.0)))+1; // } //// cout << waveTime << " " << rest << " " << NperWave << endl; // if(NperWave > rest) // NperWave = rest; // vector > > > temp = generateWave(NperWave,OH->screen); // for(int j = 0; j < (int) temp.size(); ++j) // { // spawnQueue.push_back(make_pair(temp[j].first/duration+waveTime,make_pair(i,temp[j].second))); // } // rest-= NperWave; // attemps++; // } // if(attemps == 1000) // cout << "failed to generate level at unit " << i << endl; } sort(spawnQueue.begin(),spawnQueue.end()); // for(int i = 0; i < spawnQueue.size(); ++i) // { // cout << spawnQueue[i].first // } srand(time(0)); } LevelGenerator::~LevelGenerator() { SDL_FreeSurface(OH->screen); delete OH; for(int i = 0; i < (int) prototypes.size(); ++i) delete prototypes[i]; for(int i = 0; i < (int) events.size(); ++i) delete events[i].second; delete hud; for(int i = 0; i < (int) toDelete.size(); ++i) delete toDelete[i]; } int LevelGenerator::frame(double time) { // double oldcompleted = completed; completed += time / duration; if(!event) { //cout << current << " " << completed << endl; //spawn enemies while(current != (int) spawnQueue.size() && spawnQueue[current].first < completed) { EnemyShip* enemy = new EnemyShip(*prototypes[spawnQueue[current].second.first]); enemy->x = spawnQueue[current].second.second[spawnQueue[current].second.second.size()-1].first; enemy->y = spawnQueue[current].second.second[spawnQueue[current].second.second.size()-1].second; spawnQueue[current].second.second.pop_back(); enemy->path = spawnQueue[current].second.second; OH->spawnEnemy(enemy, enemy->x,enemy->y); OH->frameEnemy(enemy, (completed - spawnQueue[current].first) * duration); current++; } if(completed > 1) { return LEVEL_COMPLETED; } } int result = OH->frame(time); SDL_Rect r; r.w = screen->w; r.h = screen->h; r.x = 0; r.y = 0; SDL_FillRect(screen,&r,0); r.w = OH->screen->w; r.h = OH->screen->h; r.x = 0; r.y = 0; r.w+=2; r.h+=2; SDL_FillRect(screen,&r,0xFFFFFFFF); r.x = 1; r.y = 1; r.w--; r.h--; SDL_BlitSurface(OH->screen,NULL,screen,&r); hud->draw(screen); return result; }