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ModuleStages.h
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#ifndef MODULESTAGES_H
#define MODULESTAGES_H
#include "Module.h"
#include "Point.h"
#include <vector>
#define MODULESTAGES "ModuleStages"
class Timer;
class ModuleStages : public Module
{
public:
ModuleStages(const char* name, bool active) : Module(name, active) {}
~ModuleStages() {}
virtual bool CleanUp();
virtual update_status Update();
virtual bool InsideScene_LeftBorder(const Point3d& positions, const Point3d& dimensions, bool in_plataform = false) const { return true; }
virtual bool InsideScene_RightBorder(const Point3d& positions, const Point3d& dimensions, bool in_plataform = false) const { return true; }
virtual bool InsideScene_LowBorder(const Point3d& positions, const Point3d& dimensions, bool in_plataform = false) const { return true; }
virtual bool InsideScene_HighBorder(const Point3d& positions, const Point3d& dimensions, bool in_plataform = false) const { return true; }
virtual bool InPlataform(int x, int z) const { return false; }
virtual bool InPlataform(const iPoint& point) const { return InPlataform(point.x, point.y); }
public:
int plataform_height = 0;
int enemies_killed = 0;
int enemies_stage = 0;
int max_number_enemies = 0;
bool transition = false;
protected:
std::vector<iPoint> spawn_points;
Timer* spawn_clock;
bool game_over = false;
};
#endif // !MODULESTAGES_H