Mise à jour et correction de bug
This commit is contained in:
parent
d081178bd2
commit
315c75b53f
|
@ -30,7 +30,7 @@ void BoatControl::UpdateBoat()
|
|||
float forceventapplique , forceapplique;
|
||||
float forceappliquex , forceappliquey;
|
||||
|
||||
GetObject()->ORender->SetDirection(direction - 90); //Set de la direction pour l'affichage
|
||||
GetObject()->GetRender()->SetDirection(direction - 90); //Set de la direction pour l'affichage
|
||||
|
||||
anglelong = direction + 135; if(anglelong < 0)anglelong += 360; if(anglelong > 360) anglelong -= 360; // Calcul de l'angle des voiles.
|
||||
anglelat = direction + 90; if(anglelat < 0)anglelat += 360; if(anglelat > 360) anglelat -= 360;
|
||||
|
@ -54,8 +54,8 @@ void BoatControl::UpdateBoat()
|
|||
if(forceappliquex > 20)forceappliquex = 20;
|
||||
if(forceappliquey > 20)forceappliquey = 20;
|
||||
|
||||
GetObject()->ORigibody->R_body.velocity.x = forceappliquex; // On applique les forces.
|
||||
GetObject()->ORigibody->R_body.velocity.y = forceappliquey;
|
||||
GetObject()->GetRigibody()->GetBody()->velocity.x = forceappliquex; // On applique les forces.
|
||||
GetObject()->GetRigibody()->GetBody()->velocity.y = forceappliquey;
|
||||
|
||||
}
|
||||
|
||||
|
@ -89,10 +89,10 @@ void BoatControl::Fire( float angle)
|
|||
|
||||
Object * Buffer = new Object; // Création du boulet
|
||||
|
||||
Buffer->OTransforms->SetXY( GetX() + 8 , GetY() + 8); //On place le boulet sur la map
|
||||
Buffer->ORender->SetRender(RenderBoulet , 1); //On set le rendu du boulet
|
||||
Buffer->ORigibody = new Rigibody(Buffer); // On donne un Rigibody
|
||||
Buffer->ORigibody->SetMass(5); //On dit qu'il pèse 5 kilo
|
||||
Buffer->GetTransforms()->SetXY( GetX() + 8 , GetY() + 8); //On place le boulet sur la map
|
||||
Buffer->GetRender()->SetRender(RenderBoulet , 1); //On set le rendu du boulet
|
||||
Buffer->AddRigibody(); // On donne un Rigibody
|
||||
Buffer->GetRigibody()->SetMass(5); //On dit qu'il pèse 5 kilo
|
||||
|
||||
Buffer->AffectTag("Boulet");
|
||||
|
||||
|
@ -101,8 +101,8 @@ void BoatControl::Fire( float angle)
|
|||
|
||||
Script_Boulet->time = 20;
|
||||
|
||||
Buffer->ORigibody->R_body.velocity.x = cos(degretorad(angletire)) * 40; //On calcul la trajectoire du boule puis on set sa vitesse.
|
||||
Buffer->ORigibody->R_body.velocity.y = sin(degretorad(angletire)) * 40;
|
||||
Buffer->GetRigibody()->GetBody()->velocity.x = cos(degretorad(angletire)) * 40; //On calcul la trajectoire du boule puis on set sa vitesse.
|
||||
Buffer->GetRigibody()->GetBody()->velocity.y = sin(degretorad(angletire)) * 40;
|
||||
|
||||
GetEngine()->AddObject(Buffer); // On ajoute le boulet au jeu
|
||||
|
||||
|
@ -120,10 +120,10 @@ void BoatControl::Fire( float angle)
|
|||
|
||||
Object * Buffer = new Object;
|
||||
|
||||
Buffer->OTransforms->SetXY( GetX() + 8 , GetY() + 8);
|
||||
Buffer->ORender->SetRender(RenderBoulet , 1);
|
||||
Buffer->ORigibody = new Rigibody(Buffer);
|
||||
Buffer->ORigibody->SetMass(5);
|
||||
Buffer->GetTransforms()->SetXY( GetX() + 8 , GetY() + 8);
|
||||
Buffer->GetRender()->SetRender(RenderBoulet , 1);
|
||||
Buffer->AddRigibody();
|
||||
Buffer->GetRigibody()->SetMass(5);
|
||||
|
||||
Buffer->AffectTag("Boulet");
|
||||
|
||||
|
@ -132,8 +132,8 @@ void BoatControl::Fire( float angle)
|
|||
|
||||
Script_Boulet->time = 20;
|
||||
|
||||
Buffer->ORigibody->R_body.velocity.x = cos(degretorad(angletire)) * 40;
|
||||
Buffer->ORigibody->R_body.velocity.y = sin(degretorad(angletire)) * 40;
|
||||
Buffer->GetRigibody()->GetBody()->velocity.x = cos(degretorad(angletire)) * 40;
|
||||
Buffer->GetRigibody()->GetBody()->velocity.y = sin(degretorad(angletire)) * 40;
|
||||
|
||||
GetEngine()->AddObject(Buffer);
|
||||
|
||||
|
|
|
@ -171,9 +171,9 @@ int BoatControlPerso::CheckBoat()//Fonction qui renvoie le nombre de bateaux pir
|
|||
{
|
||||
int a = 0;
|
||||
|
||||
for(int i = 0; i < GetEngine()->nbobject; i++)
|
||||
for(int i = 0; i < GetEngine()->GetNbObject() ; i++)
|
||||
{
|
||||
if( strcmp(GetEngine()->ListeObject[i]->tag , "Pirate") == 0)
|
||||
if( strcmp(GetEngine()->GetListeObject()[i]->GetTag() , "Pirate") == 0)
|
||||
{
|
||||
a++;
|
||||
}
|
||||
|
|
|
@ -12,10 +12,10 @@ void BoatControlPirate::Start()
|
|||
{
|
||||
StartBoat();
|
||||
|
||||
GetObject()->ORigibody = new Rigibody(GetObject());
|
||||
GetObject()->AddRigibody();
|
||||
|
||||
GetObject()->AffectTag("Pirate"); //On écrit que c'est un pirate
|
||||
GetObject()->ORigibody->SetMass(500);
|
||||
GetObject()->GetRigibody()->SetMass(500);
|
||||
|
||||
BateauActuelle->VoilesLongitudinal.Pourcentage = 0;//On met ces voiles à 0
|
||||
BateauActuelle->VoilesLateralle.Pourcentage = 0;
|
||||
|
@ -36,8 +36,8 @@ void BoatControlPirate::Update()
|
|||
int distance;
|
||||
float angle , difangle;
|
||||
|
||||
difx = GetX() - GetEngine()->ListeObject[0]->OTransforms->GetX();
|
||||
dify = GetY() - GetEngine()->ListeObject[0]->OTransforms->GetY();
|
||||
difx = GetX() - GetEngine()->GetListeObject()[0]->GetTransforms()->GetX();
|
||||
dify = GetY() - GetEngine()->GetListeObject()[0]->GetTransforms()->GetY();
|
||||
|
||||
distance = sqrt( difx * difx + dify * dify); //On calcul la distance entre le joueur et le bateau pirate.
|
||||
|
||||
|
@ -75,8 +75,8 @@ void BoatControlPirate::Update()
|
|||
}
|
||||
|
||||
int affichage = BateauActuelle->vie * 15 / BateauActuelle->viemax;//On affiche la vie du pirate à sa gauche.
|
||||
PrintMini( GetObject()->OTransforms->GetRelativeX() + 18 , 63 - GetObject()->OTransforms->GetRelativeY() - 10 , "P" , 0);
|
||||
ML_line( GetObject()->OTransforms->GetRelativeX() - 2 , 62 - GetObject()->OTransforms->GetRelativeY() , GetObject()->OTransforms->GetRelativeX() - 2 , 62 - GetObject()->OTransforms->GetRelativeY() - affichage, ML_BLACK);
|
||||
PrintMini( GetObject()->GetTransforms()->GetRelativeX() + 18 , 63 - GetObject()->GetTransforms()->GetRelativeY() - 10 , "P" , 0);
|
||||
ML_line( GetObject()->GetTransforms()->GetRelativeX() - 2 , 62 - GetObject()->GetTransforms()->GetRelativeY() , GetObject()->GetTransforms()->GetRelativeX() - 2 , 62 - GetObject()->GetTransforms()->GetRelativeY() - affichage, ML_BLACK);
|
||||
|
||||
|
||||
Object * Buffer = NULL;
|
||||
|
@ -111,10 +111,10 @@ void BoatControlPirate::Fire( float angle)//Pareil que pour le BoatControl , seu
|
|||
|
||||
Object * Buffer = new Object;
|
||||
|
||||
Buffer->OTransforms->SetXY( GetX() + 8 , GetY() + 8);
|
||||
Buffer->ORender->SetRender(RenderBoulet , 1);
|
||||
Buffer->ORigibody = new Rigibody(Buffer);
|
||||
Buffer->ORigibody->SetMass(5);
|
||||
Buffer->GetTransforms()->SetXY( GetX() + 8 , GetY() + 8);
|
||||
Buffer->GetRender()->SetRender(RenderBoulet , 1);
|
||||
Buffer->AddRigibody();
|
||||
Buffer->GetRigibody()->SetMass(5);
|
||||
|
||||
Buffer->AffectTag("BouletP");
|
||||
|
||||
|
@ -123,8 +123,8 @@ void BoatControlPirate::Fire( float angle)//Pareil que pour le BoatControl , seu
|
|||
|
||||
Script_Boulet->time = 20;
|
||||
|
||||
Buffer->ORigibody->R_body.velocity.x = cos(degretorad(angletire)) * 40;
|
||||
Buffer->ORigibody->R_body.velocity.y = sin(degretorad(angletire)) * 40;
|
||||
Buffer->GetRigibody()->GetBody()->velocity.x = cos(degretorad(angletire)) * 40;
|
||||
Buffer->GetRigibody()->GetBody()->velocity.y = sin(degretorad(angletire)) * 40;
|
||||
|
||||
GetEngine()->AddObject(Buffer);
|
||||
|
||||
|
@ -142,10 +142,10 @@ void BoatControlPirate::Fire( float angle)//Pareil que pour le BoatControl , seu
|
|||
|
||||
Object * Buffer = new Object;
|
||||
|
||||
Buffer->OTransforms->SetXY( GetX() + 8 , GetY() + 8);
|
||||
Buffer->ORender->SetRender(RenderBoulet , 1);
|
||||
Buffer->ORigibody = new Rigibody(Buffer);
|
||||
Buffer->ORigibody->SetMass(5);
|
||||
Buffer->GetTransforms()->SetXY( GetX() + 8 , GetY() + 8);
|
||||
Buffer->GetRender()->SetRender(RenderBoulet , 1);
|
||||
Buffer->AddRigibody();
|
||||
Buffer->GetRigibody()->SetMass(5);
|
||||
|
||||
Buffer->AffectTag("BouletP");
|
||||
|
||||
|
@ -154,8 +154,9 @@ void BoatControlPirate::Fire( float angle)//Pareil que pour le BoatControl , seu
|
|||
|
||||
Script_Boulet->time = 20;
|
||||
|
||||
Buffer->ORigibody->R_body.velocity.x = cos(degretorad(angletire)) * 40;
|
||||
Buffer->ORigibody->R_body.velocity.y = sin(degretorad(angletire)) * 40;
|
||||
Buffer->GetRigibody()->GetBody()->velocity.x = cos(degretorad(angletire)) * 40;
|
||||
Buffer->GetRigibody()->GetBody()->velocity.y = sin(degretorad(angletire)) * 40;
|
||||
Buffer->GetRigibody()->GetBody()->velocity.y = sin(degretorad(angletire)) * 40;
|
||||
|
||||
GetEngine()->AddObject(Buffer);
|
||||
|
||||
|
|
145
Marine.cpp
145
Marine.cpp
|
@ -389,15 +389,15 @@ int Jeu( int stage)
|
|||
|
||||
Boat Bateau_Joueur; // Création du bateau du joueur.
|
||||
|
||||
Object Bateau; // Création de l'object Joueur
|
||||
Bateau.OTransforms->SetXY(88 * 12,( 100 - 56) * 12);// Placement du joueur sur la map.
|
||||
Bateau.ORender->SetRender(A_Bateau_Grade4 );// Affection de l'image du bateau au joueur.
|
||||
Bateau.ORigibody = new Rigibody(&Bateau);//Création d'un corps pour le joueur.
|
||||
Bateau.ORigibody->SetMass(500);
|
||||
Bateau.AffectTag("Bateau");
|
||||
Object * Bateau = new Object; // Création de l'object Joueur
|
||||
Bateau->GetTransforms()->SetXY(88 * 12,( 100 - 56) * 12);// Placement du joueur sur la map.
|
||||
Bateau->GetRender()->SetRender(A_Bateau_Grade4 );// Affection de l'image du bateau au joueur.
|
||||
Bateau->AddRigibody();
|
||||
Bateau->GetRigibody()->SetMass(500);
|
||||
Bateau->AffectTag("Bateau");
|
||||
|
||||
BoatControlPerso * Bateau_Script = new BoatControlPerso;// Création du script du joueur.
|
||||
Bateau.AffectScript(Bateau_Script);
|
||||
Bateau->AffectScript(Bateau_Script);
|
||||
Bateau_Script->Initialisation(& VentJeu , & Bateau_Joueur , & A_Boulet);//Initialisation des pointeurs utilisé dans le script.
|
||||
|
||||
Map Niveau1;//Création de la map
|
||||
|
@ -410,84 +410,84 @@ int Jeu( int stage)
|
|||
Game.AffectScript(Game_GUI);
|
||||
Game_GUI.Initialisation(& VentJeu , & Bateau_Joueur );
|
||||
|
||||
Game.SetFpsWish(7);//Limite des FPS voulut.
|
||||
Game.AddObject( & Bateau);//Ajout du joueur au moteur.
|
||||
Game.SetFpsWish(26);//Limite des FPS voulut.
|
||||
Game.AddObject( Bateau);//Ajout du joueur au moteur.
|
||||
|
||||
//***************Stage*************//
|
||||
|
||||
Boat Bateau_Pirate1;//Création de tout les pirates.
|
||||
Object Pirate1;
|
||||
Pirate1.ORender->SetRender(A_Bateau_Grade1 );
|
||||
Object * Pirate1 = new Object;
|
||||
Pirate1->GetRender()->SetRender(A_Bateau_Grade1 );
|
||||
BoatControlPirate * Pirate1_Script = new BoatControlPirate;
|
||||
Pirate1.AffectScript(Pirate1_Script);
|
||||
Pirate1->AffectScript(Pirate1_Script);
|
||||
Pirate1_Script->Initialisation(& VentJeu , & Bateau_Pirate1, & A_Boulet);
|
||||
|
||||
Boat Bateau_Pirate2;
|
||||
Object Pirate2;
|
||||
Pirate2.ORender->SetRender(A_Bateau_Grade1 );
|
||||
Object * Pirate2 = new Object();
|
||||
Pirate2->GetRender()->SetRender(A_Bateau_Grade1 );
|
||||
BoatControlPirate * Pirate2_Script = new BoatControlPirate;
|
||||
Pirate2.AffectScript(Pirate2_Script);
|
||||
Pirate2->AffectScript(Pirate2_Script);
|
||||
Pirate2_Script->Initialisation(& VentJeu , & Bateau_Pirate2, & A_Boulet);
|
||||
|
||||
Boat Bateau_Pirate3;
|
||||
Object Pirate3;
|
||||
Pirate3.ORender->SetRender(A_Bateau_Grade1 );
|
||||
Object * Pirate3 = new Object;;
|
||||
Pirate3->GetRender()->SetRender(A_Bateau_Grade1 );
|
||||
BoatControlPirate * Pirate3_Script = new BoatControlPirate;
|
||||
Pirate3.AffectScript(Pirate3_Script);
|
||||
Pirate3->AffectScript(Pirate3_Script);
|
||||
Pirate3_Script->Initialisation(& VentJeu , & Bateau_Pirate3, & A_Boulet);
|
||||
|
||||
Boat Bateau_Pirate4;
|
||||
Object Pirate4;
|
||||
Pirate4.ORender->SetRender(A_Bateau_Grade2 );
|
||||
Object * Pirate4 = new Object;;
|
||||
Pirate4->GetRender()->SetRender(A_Bateau_Grade2 );
|
||||
BoatControlPirate * Pirate4_Script = new BoatControlPirate;
|
||||
Pirate4.AffectScript(Pirate4_Script);
|
||||
Pirate4->AffectScript(Pirate4_Script);
|
||||
Pirate4_Script->Initialisation(& VentJeu , & Bateau_Pirate4, & A_Boulet);
|
||||
|
||||
Boat Bateau_Pirate5;
|
||||
Object Pirate5;
|
||||
Pirate5.ORender->SetRender(A_Bateau_Grade2 );
|
||||
Object * Pirate5 = new Object;;
|
||||
Pirate5->GetRender()->SetRender(A_Bateau_Grade2 );
|
||||
BoatControlPirate * Pirate5_Script = new BoatControlPirate;
|
||||
Pirate5.AffectScript(Pirate5_Script);
|
||||
Pirate5->AffectScript(Pirate5_Script);
|
||||
Pirate5_Script->Initialisation(& VentJeu , & Bateau_Pirate5, & A_Boulet);
|
||||
|
||||
Boat Bateau_Pirate6;
|
||||
Object Pirate6;
|
||||
Pirate6.ORender->SetRender(A_Bateau_Grade3 );
|
||||
Object * Pirate6 = new Object;;
|
||||
Pirate6->GetRender()->SetRender(A_Bateau_Grade3 );
|
||||
BoatControlPirate * Pirate6_Script = new BoatControlPirate;
|
||||
Pirate6.AffectScript(Pirate6_Script);
|
||||
Pirate6->AffectScript(Pirate6_Script);
|
||||
Pirate6_Script->Initialisation(& VentJeu , & Bateau_Pirate6, & A_Boulet);
|
||||
|
||||
Boat Bateau_Pirate7;
|
||||
Object Pirate7;
|
||||
Pirate7.ORender->SetRender(A_Bateau_Grade3 );
|
||||
Object * Pirate7 = new Object;;
|
||||
Pirate7->GetRender()->SetRender(A_Bateau_Grade3 );
|
||||
BoatControlPirate * Pirate7_Script = new BoatControlPirate;
|
||||
Pirate7.AffectScript(Pirate7_Script);
|
||||
Pirate7->AffectScript(Pirate7_Script);
|
||||
Pirate7_Script->Initialisation(& VentJeu , & Bateau_Pirate7, & A_Boulet);
|
||||
|
||||
Boat Bateau_Pirate8;
|
||||
Object Pirate8;
|
||||
Pirate8.ORender->SetRender(A_Bateau_Grade3 );
|
||||
Object * Pirate8 = new Object;;
|
||||
Pirate8->GetRender()->SetRender(A_Bateau_Grade3 );
|
||||
BoatControlPirate * Pirate8_Script = new BoatControlPirate;
|
||||
Pirate8.AffectScript(Pirate8_Script);
|
||||
Pirate8->AffectScript(Pirate8_Script);
|
||||
Pirate8_Script->Initialisation(& VentJeu , & Bateau_Pirate8, & A_Boulet);
|
||||
|
||||
Boat Bateau_Pirate9;
|
||||
Object Pirate9;
|
||||
Pirate9.ORender->SetRender(A_Bateau_Grade4 );
|
||||
Object * Pirate9 = new Object;;
|
||||
Pirate9->GetRender()->SetRender(A_Bateau_Grade4 );
|
||||
BoatControlPirate * Pirate9_Script = new BoatControlPirate;
|
||||
Pirate9.AffectScript(Pirate9_Script);
|
||||
Pirate9->AffectScript(Pirate9_Script);
|
||||
Pirate9_Script->Initialisation(& VentJeu , & Bateau_Pirate9, & A_Boulet);
|
||||
|
||||
switch(stage)
|
||||
{
|
||||
case 1:
|
||||
Pirate1.OTransforms->SetXY(50 * 12,( 100 - 54) * 12);//Placement des pirates sur la map.
|
||||
Pirate2.OTransforms->SetXY(17 * 12,( 100 - 72) * 12);
|
||||
Pirate3.OTransforms->SetXY(16 * 12,( 100 - 34) * 12 );
|
||||
Pirate1->GetTransforms()->SetXY(50 * 12,( 100 - 54) * 12);//Placement des pirates sur la map.
|
||||
Pirate2->GetTransforms()->SetXY(17 * 12,( 100 - 72) * 12);
|
||||
Pirate3->GetTransforms()->SetXY(16 * 12,( 100 - 34) * 12 );
|
||||
|
||||
Game.AddObject( & Pirate1);//Ajout des pirates au moteur.
|
||||
Game.AddObject( & Pirate2);
|
||||
Game.AddObject( & Pirate3);
|
||||
Game.AddObject( Pirate1);//Ajout des pirates au moteur.
|
||||
Game.AddObject( Pirate2);
|
||||
Game.AddObject( Pirate3);
|
||||
|
||||
Bateau_Script->objectifmax = 3;
|
||||
|
||||
|
@ -496,19 +496,19 @@ int Jeu( int stage)
|
|||
break;
|
||||
|
||||
case 2:
|
||||
Pirate1.OTransforms->SetXY(50 * 12,( 100 - 54) * 12);
|
||||
Pirate2.OTransforms->SetXY(17 * 12,( 100 - 72) * 12);
|
||||
Pirate3.OTransforms->SetXY(16 * 12,( 100 - 34) * 12 );
|
||||
Pirate4.OTransforms->SetXY(30 * 12,( 100 - 20) * 12);
|
||||
Pirate5.OTransforms->SetXY(60 * 12,( 100 - 70) * 12);
|
||||
Pirate6.OTransforms->SetXY(0 * 12,( 100 - 80) * 12 );
|
||||
Pirate1->GetTransforms()->SetXY(50 * 12,( 100 - 54) * 12);
|
||||
Pirate2->GetTransforms()->SetXY(17 * 12,( 100 - 72) * 12);
|
||||
Pirate3->GetTransforms()->SetXY(16 * 12,( 100 - 34) * 12 );
|
||||
Pirate4->GetTransforms()->SetXY(30 * 12,( 100 - 20) * 12);
|
||||
Pirate5->GetTransforms()->SetXY(60 * 12,( 100 - 70) * 12);
|
||||
Pirate6->GetTransforms()->SetXY(0 * 12,( 100 - 80) * 12 );
|
||||
|
||||
Game.AddObject( & Pirate1);
|
||||
Game.AddObject( & Pirate2);
|
||||
Game.AddObject( & Pirate3);
|
||||
Game.AddObject( & Pirate4);
|
||||
Game.AddObject( & Pirate5);
|
||||
Game.AddObject( & Pirate6);
|
||||
Game.AddObject( Pirate1);
|
||||
Game.AddObject( Pirate2);
|
||||
Game.AddObject( Pirate3);
|
||||
Game.AddObject( Pirate4);
|
||||
Game.AddObject( Pirate5);
|
||||
Game.AddObject( Pirate6);
|
||||
|
||||
Bateau_Script->objectifmax = 6;
|
||||
|
||||
|
@ -516,25 +516,26 @@ int Jeu( int stage)
|
|||
break;
|
||||
case 3:
|
||||
|
||||
Pirate1.OTransforms->SetXY(54 * 12,( 100 - 54) * 12);
|
||||
Pirate2.OTransforms->SetXY(24 * 12,( 100 - 72) * 12);
|
||||
Pirate3.OTransforms->SetXY(39 * 12,( 100 - 23) * 12 );
|
||||
Pirate4.OTransforms->SetXY(8 * 12,( 100 - 40) * 12);
|
||||
Pirate5.OTransforms->SetXY(68 * 12,( 100 - 26) * 12);
|
||||
Pirate6.OTransforms->SetXY(49* 12,( 100 - 93) * 12 );
|
||||
Pirate7.OTransforms->SetXY(4 * 12,( 100 - 43) * 12);
|
||||
Pirate8.OTransforms->SetXY(13 * 12,( 100 - 4) * 12);
|
||||
Pirate9.OTransforms->SetXY(40 * 12,( 100 - 95) * 12 );
|
||||
Pirate1->GetTransforms()->SetXY(54 * 12,( 100 - 54) * 12);
|
||||
Pirate2->GetTransforms()->SetXY(24 * 12,( 100 - 72) * 12);
|
||||
Pirate3->GetTransforms()->SetXY(39 * 12,( 100 - 23) * 12 );
|
||||
Pirate4->GetTransforms()->SetXY(8 * 12,( 100 - 40) * 12);
|
||||
Pirate5->GetTransforms()->SetXY(68 * 12,( 100 - 26) * 12);
|
||||
Pirate6->GetTransforms()->SetXY(49* 12,( 100 - 93) * 12 );
|
||||
Pirate7->GetTransforms()->SetXY(4 * 12,( 100 - 43) * 12);
|
||||
Pirate8->GetTransforms()->SetXY(13 * 12,( 100 - 4) * 12);
|
||||
Pirate9->GetTransforms()->SetXY(40 * 12,( 100 - 95) * 12 );
|
||||
Pirate9->GetTransforms()->SetXY(40 * 12,( 100 - 95) * 12 );
|
||||
|
||||
Game.AddObject( & Pirate1);
|
||||
Game.AddObject( & Pirate2);
|
||||
Game.AddObject( & Pirate3);
|
||||
Game.AddObject( & Pirate4);
|
||||
Game.AddObject( & Pirate5);
|
||||
Game.AddObject( & Pirate6);
|
||||
Game.AddObject( & Pirate7);
|
||||
Game.AddObject( & Pirate8);
|
||||
Game.AddObject( & Pirate9);
|
||||
Game.AddObject( Pirate1);
|
||||
Game.AddObject( Pirate2);
|
||||
Game.AddObject( Pirate3);
|
||||
Game.AddObject( Pirate4);
|
||||
Game.AddObject( Pirate5);
|
||||
Game.AddObject( Pirate6);
|
||||
Game.AddObject( Pirate7);
|
||||
Game.AddObject( Pirate8);
|
||||
Game.AddObject( Pirate9);
|
||||
|
||||
Bateau_Script->objectifmax = 9;
|
||||
|
||||
|
|
Loading…
Reference in New Issue