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#include "Belt.h" Belt::Belt(const CellPosition & startCellPos, const CellPosition & endCellPos) : GameObject(startCellPos) { this->endCellPos = endCellPos; ///TODO: Do the needed validation } void Belt::Draw(Output* pOut) const { pOut->DrawBelt(position, endCellPos); } void Belt::Apply(Grid* pGrid, Player* pPlayer) { ///TODO: Implement this function as mentioned in the guideline steps (numbered below) below // == Here are some guideline steps (numbered below) to implement this function == // 1- Print a message "You have reached a belt. Click to continue ..." and wait mouse click Output* pOut = pGrid->GetOutput(); Input* pIn = pGrid->GetInput(); int x, y; pOut->PrintMessage("You have reached a belt. Click to continue..."); pIn->GetPointClicked(x, y); // Wait for the user to click // 2- Apply the belt's effect by moving the player to the endCellPos pGrid->UpdatePlayerCell(pPlayer, endCellPos); // Review the "pGrid" functions and decide which function can be used for that } CellPosition Belt::GetEndPosition() const { return endCellPos; } Belt::~Belt() { }
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