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BloonsSpawnSystem.cpp
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BloonsSpawnSystem.cpp
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//
// Created by Ido Mozes on 07/07/2019.
//
#include
"BloonsSpawnSystem.h"
void
BloonsSpawnSystem::update
(
Entities
*
layers
,
GameData
&
gameData
)
{
if
(
!
gameData
.
levelRunning
)
return
;
for
(
auto
&
entity
:
layers
[
SEQUENCES_LAYER
])
{
auto
[
sequence
,
kind
]
=
entity
->
getComponents
<
Sequence
,
Kind
>
().
value
();
auto
[
regrowP
,
camoP
,
fortifiedP
]
=
entity
->
getComponentsP
<
Regrow
,
Camo
,
Fortified
>
();
int
amount
=
sequence
.
getAmountReady
();
if
(
amount
==
SEQUENCE_FINISHED
)
{
entity
->
addComponent
<
RemoveEntityEvent
>
();
continue
;
}
for
(
int
j
=
0
;
j
<
amount
;
++
j
)
{
EntityP
bloon
(
new
Entity
());
bloon
->
addComponent
<
Type
>
(
BLOON_T
);
bloon
->
addComponent
<
Position
>
(
gameData
.
startingPoint
);
bloon
->
addComponent
<
PathIndex
>
(
0
);
bloon
->
addComponents
(
kind
);
if
(
regrowP
)
bloon
->
addComponent
<
Regrow
>
(
*
regrowP
);
if
(
camoP
)
bloon
->
addComponent
<
Camo
>
();
if
(
fortifiedP
)
bloon
->
addComponent
<
Fortified
>
();
bloon
->
addComponent
<
Lives
>
(
getBloonProperty
<
TOTAL_LIVES
>
(
bloon
));
auto
[
texture
,
surface
]
=
gameData
.
getTexture
(
getSurfaceName
(
bloon
));
bloon
->
addComponent
<
Visibility
>
(
texture
,
surface
,
SDL_Rect
{
0
,
0
,
int
(
surface
->
w
/
3
),
int
(
surface
->
h
/
3
)});
bloon
->
addComponent
<
Range
>
(
kind
.
value
<
MOAB
?
std
::
max
(
surface
->
w
/
6
,
surface
->
h
/
6
)
:
(
surface
->
w
/
6.0
+
surface
->
h
/
6.0
)
/
2
);
layers
[
BLOONS_LAYER
].
emplace_back
(
bloon
);
}
}
}
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BloonsSpawnSystem.cpp (1 KB)
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