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BallApp.cpp
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#include "BallApp.h"
#include "Timer.h"
BallApp::BallApp()
{
nballs = 0;
setKeyboardListener(this);
setMouseListener(this);
}
BallApp::~BallApp()
{
}
void BallApp::init()
{
balls.resize(nballs); // 画面に表示するボールの個数
for (auto& b : balls) {
b.init();
b.motionRefrection();
}
}
void BallApp::update()
{
for (auto& b : balls)
b.update();
}
void BallApp::draw()
{
window.clear(sf::Color::White);
for (auto& b : balls)
b.draw();
window.display();
}
void BallApp::clean()
{
for (auto& b : balls)
b.clean();
}
void BallApp::onKeyDown(sf::Keyboard::Key key)
{
switch (key) {
case sf::Keyboard::Z:
for (auto& b : balls)
b.motionRefrection();
break;
case sf::Keyboard::X:
for (auto& b : balls)
b.motionBound();
break;
case sf::Keyboard::C:
for (auto& b : balls)
b.motionStop();
break;
case sf::Keyboard::Escape:
window.close();
break;
}
}
void BallApp::onMouseMoved(sf::Event::MouseMoveEvent mouse)
{
}
void BallApp::onClick(sf::Event::MouseButtonEvent mouse)
{
}
void BallApp::offClick(sf::Event::MouseButtonEvent mouse)
{
}
void BallApp::setNBalls(int n)
{
nballs = n;
}