Populating the sound emitters
Open the Engine.h
file and add a new prototype for a populateEmitters
function and a new STL vector
of Vector2f
objects:
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// Run will call all the private functions
bool detectCollisions(PlayableCharacter& character);
// Make a vector of the best places to emit sounds from
void populateEmitters(vector <Vector2f>& vSoundEmitters,
int** arrayLevel);
// A vector of Vector2f for the fire emitter locations
vector <Vector2f> m_FireEmitters;
public:
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The populateEmitters
function takes as a parameter a vector
of Vector2f
objects, as well as a pointer to int
(a two-dimensional array). The vector
will hold the location of each emitter in a level and the array is our two-dimensional array, which holds the layout of a level.
Coding the populateEmitters function
The job of the populateEmitters
function is to scan through all the elements of arrayLevel
and decide where...