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Ladder.cpp
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#include "Ladder.h"
Ladder::Ladder(const CellPosition & startCellPos, const CellPosition & endCellPos) : GameObject(startCellPos)
{
this->endCellPos = endCellPos;
///TODO: Do the needed validation
}
void Ladder::Draw(Output* pOut) const
{
pOut->DrawLadder(position, endCellPos);
}
void Ladder::Apply(Grid* pGrid, Player* pPlayer)
{
Output* pOut = pGrid->GetOutput();
Input* pIn = pGrid->GetInput();
///TODO (Done): 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 ladder. Click to continue ..." and wait mouse click
pOut->PrintMessage("You have reached a ladder. Click to continue ...");
pIn->GetCellClicked();
pOut->ClearStatusBar();
// 2- Apply the ladder's effect by moving the player to the endCellPos
// Review the "pGrid" functions and decide which function can be used for that
pGrid->UpdatePlayerCell(pPlayer, endCellPos);
}
void Ladder::Save(ofstream& outFile, ObjectType ObjType)
{
if (ObjType == Ladders)
{
outFile << position.GetCellNum() << ' ' << endCellPos.GetCellNum() << std::endl;
}
}
void Ladder::Load(ifstream& InFile){
int startCellNum, endCellNum;
InFile >> startCellNum >> endCellNum;
position = CellPosition(startCellNum);
endCellPos = CellPosition(endCellNum);
}
CellPosition Ladder::GetEndPosition() const
{
return endCellPos;
}
Ladder::~Ladder()
{
}