Forráskód Böngészése

change array iteration

Kolja Strohm 2 éve
szülő
commit
757f535f97
2 módosított fájl, 50 hozzáadás és 50 törlés
  1. 4 4
      Asteroids/Asteroids.vcxproj
  2. 46 46
      Asteroids/Ship.cpp

+ 4 - 4
Asteroids/Asteroids.vcxproj

@@ -28,26 +28,26 @@
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
     <ConfigurationType>DynamicLibrary</ConfigurationType>
     <UseDebugLibraries>true</UseDebugLibraries>
-    <PlatformToolset>v142</PlatformToolset>
+    <PlatformToolset>v143</PlatformToolset>
     <CharacterSet>Unicode</CharacterSet>
   </PropertyGroup>
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
     <ConfigurationType>DynamicLibrary</ConfigurationType>
     <UseDebugLibraries>true</UseDebugLibraries>
-    <PlatformToolset>v142</PlatformToolset>
+    <PlatformToolset>v143</PlatformToolset>
     <CharacterSet>MultiByte</CharacterSet>
   </PropertyGroup>
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
     <ConfigurationType>DynamicLibrary</ConfigurationType>
     <UseDebugLibraries>false</UseDebugLibraries>
-    <PlatformToolset>v142</PlatformToolset>
+    <PlatformToolset>v143</PlatformToolset>
     <WholeProgramOptimization>true</WholeProgramOptimization>
     <CharacterSet>Unicode</CharacterSet>
   </PropertyGroup>
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
     <ConfigurationType>DynamicLibrary</ConfigurationType>
     <UseDebugLibraries>false</UseDebugLibraries>
-    <PlatformToolset>v142</PlatformToolset>
+    <PlatformToolset>v143</PlatformToolset>
     <WholeProgramOptimization>true</WholeProgramOptimization>
     <CharacterSet>Unicode</CharacterSet>
   </PropertyGroup>

+ 46 - 46
Asteroids/Ship.cpp

@@ -10,58 +10,58 @@
 
 // Inhalt der Ship Klasse aus Ship.h
 // Konstruktor
-Ship::Ship( Model2DData *data, Vec2< float > p, Vec2< float > s, float r )
+Ship::Ship( Model2DData* data, Vec2< float > p, Vec2< float > s, float r )
     : Model2DObject()
 {
-    for( auto i = data->polygons->getIterator(); i; i++ )
+    for( const Polygon2D& i : *data->polygons )
     {
-        if( i._.name->istGleich( "engine_l" ) )
+        if( i.name->istGleich( "engine_l" ) )
         {
-            stL = *i._.schwerpunkt;
+            stL = *i.schwerpunkt;
             Vertex l, r;
             for( int j = 0; j < 4; j++ )
             {
-                if( i._.tKordinaten->get( j ).y == 1.f )
+                if( i.tKordinaten->get( j ).y == 1.f )
                 {
-                    if( i._.tKordinaten->get( j ).x == 0.f )
-                        l = i._.vertex->get( j );
-                    if( i._.tKordinaten->get( j ).x == 1.f )
-                        r = i._.vertex->get( j );
+                    if( i.tKordinaten->get( j ).x == 0.f )
+                        l = i.vertex->get( j );
+                    if( i.tKordinaten->get( j ).x == 1.f )
+                        r = i.vertex->get( j );
                 }
             }
-            kL = ( ( l + ( r - l ) * 0.5 ) - stL );
+            kL = ((l + (r - l) * 0.5) - stL);
         }
-        if( i._.name->istGleich( "engine_r" ) )
+        if( i.name->istGleich( "engine_r" ) )
         {
-            stR = *i._.schwerpunkt;
+            stR = *i.schwerpunkt;
             Vertex l, r;
             for( int j = 0; j < 4; j++ )
             {
-                if( i._.tKordinaten->get( j ).y == 1.f )
+                if( i.tKordinaten->get( j ).y == 1.f )
                 {
-                    if( i._.tKordinaten->get( j ).x == 0.f )
-                        l = i._.vertex->get( j );
-                    if( i._.tKordinaten->get( j ).x == 1.f )
-                        r = i._.vertex->get( j );
+                    if( i.tKordinaten->get( j ).x == 0.f )
+                        l = i.vertex->get( j );
+                    if( i.tKordinaten->get( j ).x == 1.f )
+                        r = i.vertex->get( j );
                 }
             }
-            kR = ( ( l + ( r - l ) * 0.5 ) - stR );
+            kR = ((l + (r - l) * 0.5) - stR);
         }
-        if( i._.name->istGleich( "engine_m" ) )
+        if( i.name->istGleich( "engine_m" ) )
         {
-            stM = *i._.schwerpunkt;
+            stM = *i.schwerpunkt;
             Vertex l, r;
             for( int j = 0; j < 4; j++ )
             {
-                if( i._.tKordinaten->get( j ).y == 1.f )
+                if( i.tKordinaten->get( j ).y == 1.f )
                 {
-                    if( i._.tKordinaten->get( j ).x == 0.f )
-                        l = i._.vertex->get( j );
-                    if( i._.tKordinaten->get( j ).x == 1.f )
-                        r = i._.vertex->get( j );
+                    if( i.tKordinaten->get( j ).x == 0.f )
+                        l = i.vertex->get( j );
+                    if( i.tKordinaten->get( j ).x == 1.f )
+                        r = i.vertex->get( j );
                 }
             }
-            kM = ( ( l + ( r - l ) * 0.5 ) - stM );
+            kM = ((l + (r - l) * 0.5) - stM);
         }
     }
     rSpeed = 0;
@@ -79,7 +79,7 @@ Ship::~Ship()
 #define sgn( x ) x < 0 ? -1 : 1
 
 // nicht constant
-bool Ship::istGetroffen( Schuss *zSchuss )
+bool Ship::istGetroffen( Schuss* zSchuss )
 {
     if( getMasse() < 40 * 40 )
         return 0;
@@ -91,14 +91,14 @@ bool Ship::istGetroffen( Schuss *zSchuss )
     return 0;
 }
 
-void Ship::setTexture( Textur2D *zFlammenM, Textur2D *zFlammenL, Textur2D *zFlammenR, Bild *textur )
+void Ship::setTexture( Textur2D* zFlammenM, Textur2D* zFlammenL, Textur2D* zFlammenR, Bild* textur )
 {
-    Textur2D *txt = new Textur2D();
+    Textur2D* txt = new Textur2D();
     txt->setTexturZ( textur );
     setTextur( txt, "ship" );
-    setTextur( dynamic_cast<Textur2D *>( zFlammenL->getThis() ), "engine_l" );
-    setTextur( dynamic_cast<Textur2D *>( zFlammenR->getThis() ), "engine_r" );
-    setTextur( dynamic_cast<Textur2D *>( zFlammenM->getThis() ), "engine_m" );
+    setTextur( dynamic_cast<Textur2D*>(zFlammenL->getThis()), "engine_l" );
+    setTextur( dynamic_cast<Textur2D*>(zFlammenR->getThis()), "engine_r" );
+    setTextur( dynamic_cast<Textur2D*>(zFlammenM->getThis()), "engine_m" );
 }
 
 void Ship::setPRS( Vec2< float > p, Vec2< float > s, float r, float rSpeed )
@@ -114,19 +114,19 @@ void Ship::setTastenst
     tastenstände = ts;
 }
 
-bool Ship::tick( const WeltInfo &info, double zeit )
+bool Ship::tick( const WeltInfo& info, double zeit )
 {
-    if( ( tastenstände | 1 ) == tastenstände )
+    if( (tastenstände | 1) == tastenstände )
     {
         impuls( getWorldPos( stM ), getWorldDir( kM ) * (float)zeit * 10 );
     }
-    if( ( tastenstände | 2 ) == tastenstände )
+    if( (tastenstände | 2) == tastenstände )
     {
-        impuls( getWorldPos( stL ), getWorldDir( kL ) * ( (float)zeit * 10 ) );
+        impuls( getWorldPos( stL ), getWorldDir( kL ) * ((float)zeit * 10) );
     }
-    if( ( tastenstände | 4 ) == tastenstände )
+    if( (tastenstände | 4) == tastenstände )
     {
-        impuls( getWorldPos( stR ), getWorldDir( kR ) * ( (float)zeit * 10 ) );
+        impuls( getWorldPos( stR ), getWorldDir( kR ) * ((float)zeit * 10) );
     }
     speed /= 1.01f;
     rSpeed /= 1.01f;
@@ -134,18 +134,18 @@ bool Ship::tick( const WeltInfo &info, double zeit )
 }
 
 // constant
-void Ship::save( Datei *zD ) const
+void Ship::save( Datei* zD ) const
 {
-    zD->schreibe( (char *)&position.x, 4 );
-    zD->schreibe( (char *)&position.y, 4 );
-    zD->schreibe( (char *)&speed.x, 4 );
-    zD->schreibe( (char *)&speed.y, 4 );
+    zD->schreibe( (char*)&position.x, 4 );
+    zD->schreibe( (char*)&position.y, 4 );
+    zD->schreibe( (char*)&speed.x, 4 );
+    zD->schreibe( (char*)&speed.y, 4 );
     float r = getDrehung();
-    zD->schreibe( (char *)&r, 4 );
-    zD->schreibe( (char *)&rSpeed, 4 );
+    zD->schreibe( (char*)&r, 4 );
+    zD->schreibe( (char*)&rSpeed, 4 );
 }
 
-Schuss *Ship::getSchuss() const
+Schuss* Ship::getSchuss() const
 {
     Vertex pos = position;
     Vertex sp = Vec2<float>( cos( getDrehung() ), sin( getDrehung() ) ) * 200 + getSpeed();