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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
pOut->ClearStatusBar();
// 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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