Hey it's not working but I wanna sleep
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		||||
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 | 
			
		||||
@ -0,0 +1,19 @@
 | 
			
		||||
#include "bullet.h"
 | 
			
		||||
 | 
			
		||||
Bullet::Bullet() {
 | 
			
		||||
	speed = 1.0;
 | 
			
		||||
	height = 20;
 | 
			
		||||
	width = 5;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Bullet::reset_pos(float x, float y) {
 | 
			
		||||
	x_pos = x;
 | 
			
		||||
	y_pos = y;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Bullet::draw() {
 | 
			
		||||
	al_draw_filled_rectangle(x_pos, y_pos, x_pos + width, y_pos + height, al_map_rgb(0,0,0));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Bullet::move(Direction dir) {
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,14 @@
 | 
			
		||||
#pragma once
 | 
			
		||||
#include <allegro5/allegro.h>
 | 
			
		||||
#include <allegro5/allegro_primitives.h>
 | 
			
		||||
 | 
			
		||||
#include "game_element.h"
 | 
			
		||||
 | 
			
		||||
class Bullet : public GameElement {
 | 
			
		||||
public:
 | 
			
		||||
	Bullet();
 | 
			
		||||
 | 
			
		||||
	void reset_pos(float x, float y);
 | 
			
		||||
	void draw();
 | 
			
		||||
	void move(Direction dir);
 | 
			
		||||
};
 | 
			
		||||
@ -0,0 +1,16 @@
 | 
			
		||||
#pragma once
 | 
			
		||||
 | 
			
		||||
#include "enums.h"
 | 
			
		||||
 | 
			
		||||
class GameElement {
 | 
			
		||||
public:
 | 
			
		||||
	float x_pos;
 | 
			
		||||
	float y_pos;
 | 
			
		||||
	float speed;
 | 
			
		||||
	int height;
 | 
			
		||||
	int width;
 | 
			
		||||
 | 
			
		||||
	virtual void reset_pos(float x, float y) = 0;
 | 
			
		||||
	virtual void move() = 0;
 | 
			
		||||
	virtual void draw(Direction dir) = 0;
 | 
			
		||||
};
 | 
			
		||||
											
												Binary file not shown.
											
										
									
								| 
		 Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 4.8 KiB  | 
@ -0,0 +1,58 @@
 | 
			
		||||
#include "ship.h"
 | 
			
		||||
 | 
			
		||||
Ship::Ship() {
 | 
			
		||||
	speed = 1.0;
 | 
			
		||||
	height = 40;
 | 
			
		||||
	width = 40;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Ship::reset_pos(float x, float y) {
 | 
			
		||||
	x_pos = x;
 | 
			
		||||
	y_pos = y;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Ship::set_sprite(ALLEGRO_BITMAP* _sprite) {
 | 
			
		||||
	sprite = _sprite;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Ship::draw() {
 | 
			
		||||
	al_draw_bitmap(sprite, x_pos, y_pos, NULL);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Ship::move(Direction dir) {
 | 
			
		||||
	float factor = 4 * speed;
 | 
			
		||||
	switch (dir) {
 | 
			
		||||
	case U:
 | 
			
		||||
		y_pos -= factor;
 | 
			
		||||
		break;
 | 
			
		||||
	case D:
 | 
			
		||||
		y_pos += factor;
 | 
			
		||||
		break;
 | 
			
		||||
	case R:
 | 
			
		||||
		x_pos += factor;
 | 
			
		||||
		break;
 | 
			
		||||
	case L:
 | 
			
		||||
		x_pos -= factor;
 | 
			
		||||
		break;
 | 
			
		||||
	case UR:
 | 
			
		||||
		x_pos += factor; 
 | 
			
		||||
		y_pos -= factor;
 | 
			
		||||
		break;
 | 
			
		||||
	case UL:
 | 
			
		||||
		x_pos -= factor;
 | 
			
		||||
		y_pos -= factor;
 | 
			
		||||
		break;
 | 
			
		||||
	case DR:
 | 
			
		||||
		x_pos += factor;
 | 
			
		||||
		y_pos += factor;
 | 
			
		||||
		break;
 | 
			
		||||
	case DL:
 | 
			
		||||
		x_pos -= factor;
 | 
			
		||||
		y_pos += factor;
 | 
			
		||||
		break;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Ship::fire() {
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,18 @@
 | 
			
		||||
#pragma once
 | 
			
		||||
#include <allegro5/allegro.h>
 | 
			
		||||
 | 
			
		||||
#include "enums.h"
 | 
			
		||||
#include "game_element.h"
 | 
			
		||||
 | 
			
		||||
class Ship : public GameElement {
 | 
			
		||||
public:
 | 
			
		||||
	ALLEGRO_BITMAP* sprite;
 | 
			
		||||
 | 
			
		||||
	Ship();
 | 
			
		||||
 | 
			
		||||
	void reset_pos(float x, float y);
 | 
			
		||||
	void set_sprite(ALLEGRO_BITMAP* _sprite);
 | 
			
		||||
	void draw();
 | 
			
		||||
	void move(Direction dir);
 | 
			
		||||
	void fire();
 | 
			
		||||
};
 | 
			
		||||
					Loading…
					
					
				
		Reference in New Issue