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- #include "play.h"
- #include <ctime>
-
-
- void play::setTrack(Track track_type){
- // This function is used to set the type of track allowed for
- // this game. The types of tracks are (play::DAY, play::NIGHT, play::BEACH,
- // play::CANDYLAND).
- // You will define a switch to select the track of the game, and
- // the obstacles according to the track_type received.
- // The tracks background and obstacles are:
- // For track type Day
- // the obstacles are hole and cone.
- // For track type Night
- // the obstacles are it or zombie
- // For track type Beach
- // the obstacles are spongebob or patrick
- // For track type Candyland
- // the obstacles is monster
- // To set the track background simply set the variable (track) to the path of
- // the background.
- // To set the obstacles, use the function setObstaclesPixmap()
- // For instance: setObstaclesPixmap("cone") ;
- }
-
- bool play::obstacleCollision(Obstacle &obs, Car &car){
- // Complete the function using the selection structure if/else
- // to detect a collision between the obstacle and the car.
- // Recall from the instructions that the car does not move in the
- // X axis and that the fix X asix is stored in CARX.
- // OBSTACLERANGE contains the range from the obstacle center to
- // each side.
-
-
- }
-
-
- void play::flagCollision(Flag &flag, Car &car){
- // Complete the function using the selection structure if/else
- // to detect a collision between the flag and the car.
- // Recall from the instructions that the car does not move in the
- // X axis and that the fix X asix is stored in CARX.
- // FLAGRANGE contains the range from the flag center to
- // each side.
- // If there is a collision set the score to 30 more points
- // and hide the flag.
-
-
- }
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