multiple levels in ./data/levels/ are played through

This commit is contained in:
2010-04-18 11:41:29 +02:00
parent ca21f8c63a
commit 53220eb0ee
5 changed files with 111 additions and 9 deletions
+21 -1
View File
@@ -12,6 +12,7 @@ class Model : public Engine::ModelBase {
virtual void Process();
int DoLoadLevel (const char* filename);
int DoSaveLevel (const char* filename);
bool OnLevelComplete();
void SetGameState (const GameState &state) {
mLastGameState = mGameState;
@@ -30,6 +31,7 @@ class Model : public Engine::ModelBase {
virtual void OnDestroy() {
Engine::ModelBase::OnDestroy();
mAsteroids.clear();
delete mLevelCompleteEventHandler;
};
virtual void OnRegisterCommands ();
@@ -37,6 +39,8 @@ class Model : public Engine::ModelBase {
virtual void OnKillEntity (const Engine::EntityBase *entity);
private:
unsigned int InitLevelList ();
/** \brief Keeps a list of all asteroids */
std::vector<unsigned int> mAsteroids;
@@ -44,7 +48,23 @@ class Model : public Engine::ModelBase {
GameState mLastGameState;
int mPlayerLives;
int mLevel;
std::vector<std::string> mLevelList;
unsigned int mCurrentLevelIndex;
/* event handler class definitions */
class LevelCompleteEventHandler : public Engine::EventListenerBase {
public:
explicit LevelCompleteEventHandler (Model *view) : mModel (view) {};
virtual bool HandleEvent (const Engine::EventBasePtr &event) const {
return mModel->OnLevelComplete();
}
private:
LevelCompleteEventHandler() {};
Model *mModel;
};
/* event handler member variables */
LevelCompleteEventHandler *mLevelCompleteEventHandler;
friend class View;
};