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Cell.cpp
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Cell.cpp
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#include "Cell.h"
#include <iostream>
#include "Grid.h"
#include "GameObject.h"
#include "Ladder.h"
#include "Snake.h"
#include "Card.h"
#include "Player.h"
Cell::Cell(const CellPosition & pos) : position(pos)
{
// initializes the data members (position & pGameObject)
pGameObject = NULL;
}
Cell::Cell(int v, int h) : position(v, h)
{
// initializes the data members (position & pGameObject)
pGameObject = NULL;
}
// ======= Setters and Getters Functions =======
CellPosition Cell::GetCellPosition() const
{
return position;
}
bool Cell::SetGameObject(GameObject * pGObj)
{
if (pGameObject != NULL && pGObj != NULL) // already contains one
return false; // do NOT add it and return false
pGameObject = pGObj;
return true;
}
GameObject * Cell::GetGameObject() const
{
return pGameObject;
}
Ladder * Cell::HasLadder() const
{
return dynamic_cast<Ladder *>(pGameObject);
}
Snake * Cell::HasSnake() const
{
return dynamic_cast<Snake*>(pGameObject);
}
Card * Cell::HasCard() const
{
return dynamic_cast<Card*>(pGameObject);
}
// ======= Drawing Functions =======
void Cell::DrawCellOrCard(Output* pOut) const
{
// Checks if there is a Card on the cell
if (HasCard()) // means if not NULL
pGameObject->Draw(pOut); // draw the card then
else
pOut->DrawCell(position, -1); // draw empty cell (no card -1)
}
// separate from the above function because ladders/snakes should be drawn AFTER All Cells are drawn
void Cell::DrawLadderOrSnake(Output* pOut) const
{
if (HasLadder() || HasSnake())
pGameObject->Draw(pOut); // draw it either ladder or snake
}