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Level.cpp
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65 lines (52 loc) · 1.51 KB
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//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
//// PARTICULAR PURPOSE.
////
//// Copyright (c) Microsoft Corporation. All rights reserved
#include "pch.h"
#include "Level.h"
//----------------------------------------------------------------------
bool Level::Update(
float /* time */,
float /* elapsedTime */,
float /* timeRemaining*/,
std::vector<GameObject^> objects
)
{
int left = 0;
for (auto object = objects.begin(); object != objects.end(); object++)
{
if ((*object)->Active() && (*object)->Target())
{
if ((*object)->Hit())
{
(*object)->Active(false);
}
else
{
left++;
}
}
}
return (left == 0);
}
//----------------------------------------------------------------------
void Level::SaveState(PersistentState^ /* state */)
{
}
//----------------------------------------------------------------------
void Level::LoadState(PersistentState^ /* state */)
{
}
//----------------------------------------------------------------------
Platform::String^ Level::Objective()
{
return m_objective;
}
//----------------------------------------------------------------------
float Level::TimeLimit()
{
return m_timeLimit;
}
//----------------------------------------------------------------------