Afegits destructors virtuals en les classes Sprite
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@@ -1,39 +1,41 @@
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#include "game.h"
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_keycode.h> // for SDLK_1, SDLK_2, SDLK_3, SDLK_h
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_rwops.h> // for SDL_RWFromFile, SDL_RWclose, SDL_R...
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_FOCUS_GAINED, SDL_...
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#include <stdlib.h> // for rand
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#include <algorithm> // for min
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#include <fstream> // for basic_ifstream
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#include <iostream> // for char_traits, basic_istream, ifstream
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#include <numeric>
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event, SDL_KEYDOWN
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#include <SDL2/SDL_keycode.h> // for SDLK_1, SDLK_2, SDLK_3, SDLK_4
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_rwops.h> // for SDL_RWFromFile, SDL_RWclose, SDL_R...
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_FOCUS_GAINED, SDL_...
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#include <stdlib.h> // for rand
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#include <algorithm> // for min, remove_if
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#include <fstream> // for basic_ostream, operator<<, basic_i...
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#include <iostream> // for cout
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#include <numeric> // for accumulate
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#include <utility> // for move
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#include "asset.h" // for Asset
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#include "background.h" // for Background
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#include "balloon.h" // for Balloon, BALLOON_SPEED_1, BALLOON_...
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#include "bullet.h" // for Bullet, BulletType::LEFT, BulletType::RIGHT
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#include "balloon_formations.h" // for Stage, EnemyFormations, enemyIni...
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#include "balloon.h" // for Balloon, BALLOON_SCORE_1, BALLOON_...
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#include "balloon_formations.h" // for Stage, BalloonFormationParams, Bal...
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#include "bullet.h" // for Bullet, BulletType, BulletMoveStatus
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#include "explosions.h" // for Explosions
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#include "fade.h" // for Fade, FadeType::RANDOM_SQUARE, FADE_VEN...
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#include "global_inputs.h" // for globalInputs::check
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#include "input.h" // for inputs_e, Input, INPUT_DO_NOT_ALLO...
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#include "fade.h" // for Fade, FadeType
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#include "global_inputs.h" // for check
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#include "input.h" // for InputType, Input, INPUT_DO_NOT_ALL...
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#include "item.h" // for Item, ITEM_COFFEE_MACHINE, ITEM_CLOCK
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#include "jail_audio.h" // for JA_PlaySound, JA_DeleteSound, JA_L...
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#include "lang.h" // for getText
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#include "manage_hiscore_table.h" // for ManageHiScoreTable
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#include "options.h" // for options
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#include "param.h" // for param
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#include "player.h" // for Player, PlayerStatus::PLAYING, PLA...
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#include "scoreboard.h" // for Scoreboard, scoreboard_modes_e
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#include "player.h" // for Player, PlayerStatus
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#include "scoreboard.h" // for Scoreboard, ScoreboardMode, SCOREB...
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#include "screen.h" // for Screen
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#include "section.h" // for Name, name, Options, options
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#include "smart_sprite.h" // for SmartSprite
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#include "text.h" // for Text, TEXT_CENTER
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#include "texture.h" // for Texture
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#include "dbgtxt.h"
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struct JA_Music_t;
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struct JA_Sound_t;
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struct JA_Music_t; // lines 35-35
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struct JA_Sound_t; // lines 36-36
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// Constructor
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Game::Game(int player_id, int current_stage, bool demo, JA_Music_t *music)
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