- Timestamp:
- Dec 4, 2017, 4:17:43 PM (8 years ago)
- File:
-
- 1 edited
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code/branches/Asteroid_HS17/src/modules/asteroids2D/Asteroids2D.cc
r11619 r11637 52 52 53 53 bEndGame = false; 54 lives = 3;54 lives = 5; 55 55 level = 1; 56 56 point = 0; … … 62 62 this->center_ = nullptr; 63 63 this->setHUDTemplate("Asteroids2DHUD"); 64 levelupTimer.setTimer( 100.0f, true, createExecutor(createFunctor(&Asteroids2D::levelUp, this)));64 levelupTimer.setTimer(60.0f, true, createExecutor(createFunctor(&Asteroids2D::levelUp, this))); 65 65 } 66 66 … … 72 72 if (getPlayer() != nullptr) 73 73 { 74 75 //kann schoener gemacht werden 74 76 for (int i = 0; i < 7; i++) 75 77 { … … 84 86 } 85 87 } 86 addPoints(multiplier * 42);88 addPoints(multiplier * 20); 87 89 multiplier *= 2; 88 90 toggleShowLevel(); 89 91 showLevelTimer.setTimer(1.0f, false, createExecutor(createFunctor(&Asteroids2D::toggleShowLevel, this))); 92 93 90 94 //Nach jedem Level Up werden mehr Steine gespawnt -> abhängig vom Schwierigkeitsgrad 91 95 for(int i = 0; i < level*2; i++){ … … 100 104 if(this->firstTick_) 101 105 { 106 getPlayer(); 102 107 for(int i = 0; i < 5; ++i) 103 108 { 104 109 spawnStone(); 105 110 } 111 106 112 this->firstTick_ = false; 107 113 } … … 112 118 void Asteroids2D::spawnStone() 113 119 { 114 if (getPlayer() == nullptr)115 return;116 120 Asteroids2DStone* newStone = new Asteroids2DStone(this->center_->getContext()); 117 121 newStone->setAsteroids2DPlayer(player); … … 132 136 133 137 } 134 135 136 138 } 137 139
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