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Diff: BreakoutEngine/BreakoutEngine.cpp
- Revision:
- 37:dd1538ae6534
- Parent:
- 36:cb73014d3a99
- Child:
- 39:a9bb03bef107
--- a/BreakoutEngine/BreakoutEngine.cpp Thu Apr 25 20:50:49 2019 +0000
+++ b/BreakoutEngine/BreakoutEngine.cpp Thu Apr 25 20:59:42 2019 +0000
@@ -92,20 +92,24 @@
if (pad.check_event(Gamepad::B_PRESSED)) { // max of 3 lasers on screen at once
Vector2D p_pos = _p1.get_pos();
+ it_L = listofLasers.begin();
switch(_index){
case 0:
- _laser1.set_posx(p_pos.x+7);
- _laser1.set_posy(p_pos.y);
+ advance(it_L, 0);
+ it_L -> set_posx(p_pos.x+7);
+ it_L -> set_posy(p_pos.y);
inc_index();
break;
case 1:
- _laser2.set_posx(p_pos.x+7);
- _laser2.set_posy(p_pos.y);
+ advance(it_L, 1);
+ it_L -> set_posx(p_pos.x+7);
+ it_L -> set_posy(p_pos.y);
inc_index();
break;
case 2:
- _laser3.set_posx(p_pos.x+7);
- _laser3.set_posy(p_pos.y);
+ advance(it_L, 2);
+ it_L -> set_posx(p_pos.x+7);
+ it_L -> set_posy(p_pos.y);
reset_index();
break;
}
@@ -340,7 +344,7 @@
(it_L -> get_y()<= it -> get_y() + BRICK_HEIGHT) //top
) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
// if it has, fix position and reflect x velocity
- it_L -> set_posx(-100);
+ it_L -> set_posx(-10);
// audio feedback
pad.tone(1000.0,0.1);
if(it->hit() == true) {