#include "Game.h" #include "Joystick.h" #include "Player.h" #include "res.h" #include "Enemy.h" Game::Game() { } Game::~Game() { } void Game::init() { //scene layer would have size of display setSize(getStage()->getSize()); //create background spSprite sky = new Sprite; sky->setResAnim(res::ui.getResAnim("sky")); sky->attachTo(this); //create player ship _player = new Player; _player->init(getSize() / 2, this); //create separate layer for elements virtual joystick and other UI in future _ui = new Actor; _ui->attachTo(this); //it would be higher than other actors with default priority = 0 _ui->setPriority(1); //create virtual joystick and attach it to UI _move = new Joystick; _move->attachTo(_ui); _move->setY(getHeight() - _move->getHeight()); //create virtual joystick and attach it to UI _fire = new Joystick; _fire->attachTo(_ui); _fire->setX(getWidth() - _fire->getWidth()); _fire->setY(getHeight() - _fire->getHeight()); //create enemies for (int i = 0; i < 10; ++i) { spEnemy enemy = new Enemy; enemy->init(Vector2(scalar::randFloat(0, getWidth()), scalar::randFloat(0, getHeight())), this); } } void Game::doUpdate(const UpdateState& us) { //update all units //ship, rocket and enemies are in this list for (units::iterator i = _units.begin(); i != _units.end();) { spUnit unit = *i; unit->update(us); if (unit->isDead()) { //it is dead. Time to remove it from list i = _units.erase(i); } else { ++i; } } }