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PropsManager.cpp
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#include "PropsManager.h"
#include "Prop.h"
#include "Flipper.h"
#include "Ball.h"
#include "Spring.h"
#include "Bumper.h"
#include "Button.h"
#include "Trough.h"
#include "Sensor.h"
#include "Slingshot.h"
#include "Wailmer.h"
#include "Pikachu.h"
#include "Application.h"
#include "ModuleTextures.h"
#include "ModulePhysics.h"
PropsManager::PropsManager(Application* app, bool start_enabled) : Module(app, start_enabled) {
}
// Destructor
PropsManager::~PropsManager()
{}
bool PropsManager::Start() {
bool ret = true;
//Iterates over the entities and calls Start
p2List_item<Prop*>* item;
Prop* prop = NULL;
for (item = props.getFirst(); item != NULL && ret == true; item = item->next)
{
prop = item->data;
if (prop->active == false) continue;
ret = item->data->Start();
}
return ret;
}
// Called before quitting
bool PropsManager::CleanUp()
{
bool ret = true;
p2List_item<Prop*>* item;
item = props.getLast();
while (item != NULL && ret == true)
{
ret = item->data->CleanUp();
item = item->prev;
}
props.clear();
return ret;
}
Prop* PropsManager::CreateProp(PropType type)
{
Prop* prop = nullptr;
switch (type)
{
case PropType::BALL:
prop = (Prop*)new Ball(type);
break;
case PropType::BUMPERTOP:
prop = (Prop*)new Bumper(type, BumperPlace::BBOTTOM);
break;
case PropType::BUMPERRIGHT:
prop = (Prop*)new Bumper(type, BumperPlace::BRIGHT);
break;
case PropType::BUMPERLEFT:
prop = (Prop*)new Bumper(type, BumperPlace::BLEFT);
break;
case PropType::FLIPPER_LEFT:
prop = (Prop*)new Flipper(type, FlipperSide::LEFT);
break;
case PropType::FLIPPER_RIGHT:
prop = (Prop*)new Flipper(type, FlipperSide::RIGHT);
break;
case PropType::SPRING:
prop = (Prop*)new Spring(type);
break;
case PropType::MINUN_BUTTON:
prop = (Prop*)new Button(type, ButtonType::MINUN);
break;
case PropType::PLUSLE_BUTTON:
prop = (Prop*)new Button(type, ButtonType::PLUSLE);
break;
case PropType::SEEDOT_BUTTON:
prop = (Prop*)new Button(type, ButtonType::SEEDOT);
break;
case PropType::ZIGZAGOON_BUTTON:
prop = (Prop*)new Button(type, ButtonType::ZIGZAGOON);
break;
case PropType::PELIPPER_BUTTON:
prop = (Prop*)new Button(type, ButtonType::PELIPPER);
break;
case PropType::TROUGH:
prop = (Prop*)new Trough(type);
break;
case PropType::SENSOR_EVO_BOT:
prop = (Prop*)new Sensor(type, SensorSide::EVO_BOT);
break;
case PropType::SENSOR_EVO_TOP:
prop = (Prop*)new Sensor(type, SensorSide::EVO_TOP);
break;
case PropType::SENSOR_GET_BOT:
prop = (Prop*)new Sensor(type, SensorSide::GET_BOT);
break;
case PropType::SENSOR_GET_TOP:
prop = (Prop*)new Sensor(type, SensorSide::GET_TOP);
break;
case PropType::SENSOR_H:
prop = (Prop*)new Sensor(type, SensorSide::H);
break;
case PropType::SENSOR_O:
prop = (Prop*)new Sensor(type, SensorSide::O);
break;
case PropType::SENSOR_L:
prop = (Prop*)new Sensor(type, SensorSide::L);
break;
case PropType::SENSOR_E:
prop = (Prop*)new Sensor(type, SensorSide::E);
break;
case PropType::SENSOR_UP_LEFT:
prop = (Prop*)new Sensor(type, SensorSide::UP_LEFT);
break;
case PropType::SENSOR_UP_MID:
prop = (Prop*)new Sensor(type, SensorSide::UP_MID);
break;
case PropType::SENSOR_UP_RIGHT:
prop = (Prop*)new Sensor(type, SensorSide::UP_RIGHT);
break;
case PropType::SENSOR_COINS:
prop = (Prop*)new Sensor(type, SensorSide::COINS);
break;
case PropType::SENSOR_MOUNTAIN:
prop = (Prop*)new Sensor(type, SensorSide::MOUNTAIN);
break;
case PropType::SENSOR_SPRING_IN:
prop = (Prop*)new Sensor(type, SensorSide::SPRING_IN);
break;
case PropType::SENSOR_TOP_RAIL:
prop = (Prop*)new Sensor(type, SensorSide::TOP_RAIL);
break;
case PropType::SENSOR_LAKE_RAIL:
prop = (Prop*)new Sensor(type, SensorSide::LAKE_RAIL);
break;
case PropType::SLINGSHOT_RIGHT:
prop = (Prop*)new Slingshot(type, SlingPlace::SRIGHT);
break;
case PropType::SLINGSHOT_LEFT:
prop = (Prop*)new Slingshot(type, SlingPlace::SLEFT);
break;
case PropType::WAILMER:
prop = (Prop*)new Wailmer(type);
break;
case PropType::PIKACHU:
prop = (Prop*)new Pikachu(type);
break;
case PropType::UNKNOWN:
break;
default:
break;
}
// Created entities are added to the list
AddProp(prop);
return prop;
}
void PropsManager::DestroyProp(Prop* prop)
{
p2List_item<Prop*>* item;
for (item = props.getFirst(); item != NULL; item = item->next)
{
if (item->data == prop) props.del(item);
}
}
void PropsManager::AddProp(Prop* prop)
{
if (prop != nullptr) props.add(prop);
}
void PropsManager::OnCollision(PhysBody* pBody1, PhysBody* pBody2)
{
if (pBody1->prop != nullptr) {
pBody1->prop->OnCollision(pBody2);
}
}
void PropsManager::EndCollision(PhysBody* pBody1, PhysBody* pBody2)
{
if (pBody1->prop != nullptr) {
pBody1->prop->EndCollision(pBody2);
}
}
update_status PropsManager::Update()
{
bool ret = true;
p2List_item<Prop*>* item;
Prop* prop = NULL;
for (item = props.getFirst(); item != NULL && ret == true; item = item->next)
{
prop = item->data;
if (prop->active == false) continue;
ret = item->data->Update();
}
return UPDATE_CONTINUE;
}
update_status PropsManager::PostUpdate()
{
bool ret = true;
p2List_item<Prop*>* item;
Prop* prop = NULL;
for (item = props.getFirst(); item != NULL && ret == true; item = item->next)
{
prop = item->data;
if (prop->active == false) continue;
ret = item->data->PostUpdate();
}
return UPDATE_CONTINUE;
}
void PropsManager::BlitPropsByLayer(int layer)
{
p2List_item<Prop*>* item;
Prop* prop = NULL;
for (item = props.getFirst(); item != NULL; item = item->next)
{
prop = item->data;
if (prop->active == false) continue;
item->data->BlitByLayer(layer);
}
}