- Timestamp:
- May 13, 2018, 12:39:06 AM (7 years ago)
- File:
-
- 1 edited
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code/branches/3DPacman_FS18/src/modules/pacman/Pacman.cc
r11956 r11958 55 55 void Pacman::levelUp() 56 56 { 57 this->end(); 57 for(PacmanPointSphere* nextsphere : ObjectList<PacmanPointSphere>()){ 58 nextsphere->resetPacmanPointSphere(); 59 } 60 61 for(PacmanPointAfraid* next : ObjectList<PacmanPointAfraid>()){ 62 next->resetPacmanPointAfraid(); 63 } 64 65 for(PacmanGhost* nextghost : ObjectList<PacmanGhost>()){ 66 nextghost->levelupvelo(); 67 } 68 this->posreset(); 58 69 } 59 70 … … 217 228 void Pacman::end() 218 229 { 219 /* 220 firstGame = false; 221 222 //Set randomized deathmessages 223 if(point<7) sDeathMessage = DeathMessage7[rand()%(DeathMessage7.size())]; 224 else if(point<20) sDeathMessage = DeathMessage20[rand()%(DeathMessage20.size())]; 225 else if(point<30) sDeathMessage = DeathMessage30[rand()%(DeathMessage30.size())]; 226 else sDeathMessage = DeathMessageover30[rand()%(DeathMessageover30.size())]; 227 228 //Update Highscore 229 if (Highscore::exists()) 230 { 231 int score = this->getPoints(); 232 Highscore::getInstance().storeScore("Pacman", score, this->getPlayer()->getPlayer()); 233 } 234 235 230 231 /* 236 232 if (Highscore::exists()) 237 233 {
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