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Bonus.cpp
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Bonus.cpp
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#include "Bonus.hpp"
Bonus::Bonus(void) {
}
Bonus::Bonus(Bonus const & src) {
*this = src;
}
Bonus::Bonus(int posX, int posY, char drawingChar, int speed) : Entity(posX, posY, drawingChar, speed, true) {
}
Bonus::~Bonus(void) {
}
Bonus & Bonus::operator=(Bonus const & rhs) {
if (this != &rhs){
this->_posX = rhs._posX;
this->_posY = rhs._posY;
this->_oldX = rhs._oldX;
this->_oldY = rhs._oldY;
this->_hasPosChanged = rhs._hasPosChanged;
this->_drawingChar = rhs._drawingChar;
this->_speed = rhs._speed;
this->_frameCount = rhs._frameCount;
this->_isCollide = rhs._isCollide;
this->_ally = rhs._ally;
for (int i = 0; i < NB_CHILD; i++) {
this->entitiesChild[i] = rhs.entitiesChild[i];
}
this->_nbChild = rhs._nbChild;
}
return (*this);
}
void Bonus::Colision(Entity *entity)
{
Player* player = dynamic_cast<Player*>(entity);
if (player)
{
player->GetBonus();
Game::Instance->RemoveEntity(this);
return;
}
EntityChild* child = dynamic_cast<EntityChild*>(entity);
if (child)
{
Player* live = dynamic_cast<Player*>(child->GetParent());
if (live) {
player->GetBonus();
Game::Instance->RemoveEntity(this);
}
return;
}
}
void Bonus::Update()
{
this->_frameCount++;
if (this->_frameCount % this->_speed == 0)
{
this->_oldX = this->_posX;
this->_oldY = this->_posY;
this->_posX--;
this->_hasPosChanged = true;
if (_hasPosChanged)
{
if (Display::IsInMap(this->_posX, this->_posY))
{
Display::Erase(this->_oldX, this->_oldY);
attron(COLOR_PAIR(3));
Display::PutChar(_drawingChar, this->_posX, this->_posY);
attroff(COLOR_PAIR(3));
}
else
{
Display::Erase(this->_oldX, this->_oldY);
Game::Instance->RemoveEntity(this);
}
_hasPosChanged = false;
}
}
}