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context.cpp
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#include "context.h"
int Context::GetScreenWidth()
{
return screen_width;
}
int Context::GetScreenHeight()
{
return screen_height;
}
double Context::GetFps()
{
return fps;
};
void Context::UpdateStartTime()
{
start_time = time(NULL);
}
time_t Context::GetStartTime()
{
return start_time;
}
void Context::SetLevel(int _level)
{
level = _level;
}
int Context::GetLevel()
{
return level;
}
void Context::SetState(int _state)
{
state = _state;
}
int Context::GetState()
{
return state;
}
void Context::SetFrozen(bool _frozen)
{
frozen = _frozen;
}
void Context::SwitchFrozen()
{
frozen = !frozen;
}
bool Context::IsFrozen()
{
return frozen;
}
void Context::SetPaused(bool _paused)
{
paused = _paused;
}
void Context::SwitchPaused()
{
paused = !paused;
}
bool Context::IsPaused()
{
return paused;
}
void Context::SetReplay(bool _replay)
{
replay = _replay;
}
bool Context::IsReplay()
{
return replay;
}
void Context::SetInputFile(string _input_file)
{
input_file = _input_file;
}
string Context::GetInputFile()
{
return input_file;
}
void Context::UpdateScore(int _score)
{
score += level * _score;
}
void Context::ResetScore()
{
score = 0;
}
int Context::GetScore()
{
return score;
}
void Context::IncreasePoints(int player)
{
if (player == 1)
{
points_player_1 += 1;
}
else
{
points_player_2 += 1;
}
}
void Context::ResetPoints()
{
points_player_1 = 0;
points_player_2 = 0;
}
int Context::GetPoints(int player)
{
return player == 1 ? points_player_1 : points_player_2;
}
void Context::ToggleKey(int key, bool pressed)
{
keys[key] = pressed;
}
bool Context::GetKeyPressed(int key, bool clear)
{
bool pressed = false;
if (keys.find(key) != keys.end())
{
pressed = keys.find(key)->second;
if (clear)
{
keys[key] = false;
}
}
return pressed;
}
void Context::Reset(int _state, bool _score)
{
state = _state;
frozen = false;
paused = false;
replay = false;
if (_score)
{
score = 0;
}
points_player_1 = 0;
points_player_2 = 0;
keys.clear();
}