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- #ifndef Map_H
- #define Map_H
- #include <Bild.h>
- #include "Schuss.h"
- #include "Ship.h"
- #include "Asteroid.h"
- #include <Random.h>
- #include <Textur2D.h>
- #include "../../../Include/KSGKlientV.h"
- using namespace Framework;
- class Map
- {
- private:
- RCArray< Schuss > *schuss;
- Ship *ship;
- RCArray< Asteroid > *asteroid;
- Model2DData **aData;
- Bild **aTextur;
- Model2DData **sData;
- Bild **sTextur;
- LRahmen *kam;
- LRahmen *map;
- Textur2D *flammenM;
- Textur2D *flammenL;
- Textur2D *flammenR;
- int shipN;
- int score;
- int breite;
- int höhe;
- int aGröße;
- int mTimer;
- int maxTimer;
- double timer;
- bool beendet;
- bool rend;
- double gameTime;
- Datei capture;
- Critical cs;
- MinigameKlientV *klient;
- RandomGenerator *rGen;
- int ref;
- char tastenStände;
- public:
- // Konstruktor
- Map( MinigameKlientV *klient );
- // Destruktor
- ~Map();
- // nicht constant
- void reset( Text *zOptionen );
- void doMausEreignis( MausEreignis &me );
- void doTastaturEreignis( TastaturEreignis &te );
- bool tick( double tickVal );
- void render( Bild &zRObj );
- void speichern();
- // constant
- int getScore() const;
- bool istBeendet() const;
- // Reference Counting
- Map *getThis();
- Map *release();
- };
- #endif
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