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BrickType.cpp
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BrickType.cpp
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#include "main.h"
BrickType::BrickType(int type) : type(type) {
map = mapArray();
map.size = getSizeByBrickType(type);
map.allocateMemory();
map.fillMap(0);
getMapByBrickType(&map, type);
center = V2D(0, 0);
for (int iy = 0; iy < map.size.y; iy++) {
for (int ix = 0; ix < map.size.x; ix++) {
if (map.map[iy][ix] == 2)
center = V2D(ix, iy);
}
}
}
BrickType::~BrickType() {
map.freeMemory();
}
Vector2D BrickType::getVectorFromCenter(Vector2D pos) const
{
return pos - center;
}
Vector2D BrickType::getSizeByBrickType(int type) {
switch (type) {
case 1:
return V2D(5, 5);
case 2:
case 4:
case 5:
case 6:
case 7:
return V2D(3, 3);
case 3:
return V2D(2, 2);
default:
return V2D(0, 0);
}
}
void BrickType::getMapByBrickType(mapArray *map, int type) {
switch (type) {
case 1: {
int temp[5][5] = {
{ 0, 0, 0, 0, 0 },
{ 0, 0, 1, 0, 0 },
{ 0, 0, 2, 0, 0 },
{ 0, 0, 1, 0, 0 },
{ 0, 0, 1, 0, 0 }
};
for (int i = 0; i < 5; i++)
for (int ix = 0; ix < 5; ix++)
map->map[i][ix] = temp[i][ix];
break;
}
case 2: {
int temp[3][3] = {
{ 0, 0, 0 },
{ 1, 2, 1 },
{ 0, 1, 0 }
};
for (int i = 0; i < 3; i++)
for (int ix = 0; ix < 3; ix++)
map->map[i][ix] = temp[i][ix];
break;
}
case 3: {
int temp[2][2] = {
{ 2, 1 },
{ 1, 1 }
};
for (int i = 0; i < 2; i++)
for (int ix = 0; ix < 2; ix++)
map->map[i][ix] = temp[i][ix];
break;
}
case 4: {
int temp[3][3] = {
{ 0, 1, 0 },
{ 0, 2, 0 },
{ 0, 1, 1 }
};
for (int i = 0; i < 3; i++)
for (int ix = 0; ix < 3; ix++)
map->map[i][ix] = temp[i][ix];
break;
}
case 5: {
int temp[3][3] = {
{ 0, 1, 0 },
{ 0, 2, 0 },
{ 1, 1, 0 }
};
for (int i = 0; i < 3; i++)
for (int ix = 0; ix < 3; ix++)
map->map[i][ix] = temp[i][ix];
break;
}
case 6: {
int temp[3][3] = {
{ 0, 0, 0 },
{ 0, 2, 1 },
{ 1, 1, 0 }
};
for (int i = 0; i < 3; i++)
for (int ix = 0; ix < 3; ix++)
map->map[i][ix] = temp[i][ix];
break;
}
case 7: {
int temp[3][3] = {
{ 0, 0, 0 },
{ 1, 2, 0 },
{ 0, 1, 1 }
};
for (int i = 0; i < 3; i++)
for (int ix = 0; ix < 3; ix++)
map->map[i][ix] = temp[i][ix];
break;
}
}
}