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LoadLevelSystem.cpp
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LoadLevelSystem.cpp

//
// Created by Ido Mozes on 18/07/2019.
//
#include "LoadLevelSystem.h"
void LoadLevelSystem::update(Entities *layers, GameData &gameData) {
if (gameData.levelReady or gameData.level > gameData.finalLevel or gameData.lives == 0)
return;
if (gameData.level != 1)
gameData.cash += 100 + gameData.level - 1;
std::string fileName = "../assets/Levels/level" + std::to_string(gameData.level) + ".data";
std::ifstream levelFile(fileName, std::ios::binary);
Sequence_S sequenceS;
while (levelFile.peek() != EOF) {
levelFile.read((char *) &sequenceS, 19);
auto s = new Entity();
s->addComponent<Type>(SEQUENCE_T);
s->addComponent<Sequence>(sequenceS.amount, sequenceS.bps, sequenceS.delay);
s->addComponent<Kind>(sequenceS.kind);
if (sequenceS.regrow)
s->addComponent<Regrow>(sequenceS.kind);
if (sequenceS.camo)
s->addComponent<Camo>();
if (sequenceS.fortified)
s->addComponent<Fortified>();
layers[SEQUENCES_LAYER].emplace_back(s);
}
gameData.levelReady = true;
}

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