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- void Starflash2::update_points(int selected_star) {
- page::ColorComponent *color_comp_selected =
- dynamic_cast<page::ColorComponent*>(page::EntitySystem::instance()->get_component(selected_star, page::ComponentFamily::kCFColorComponent));
- page::RenderComponent *render_comp_selected =
- dynamic_cast<page::RenderComponent*>(page::EntitySystem::instance()->get_component(selected_star, page::ComponentFamily::kCFRenderable));
- page::ColorComponent *color_comp_active =
- dynamic_cast<page::ColorComponent*>(page::EntitySystem::instance()->get_component(active_star_, page::ComponentFamily::kCFColorComponent));
- page::RenderComponent *render_comp_active =
- dynamic_cast<page::RenderComponent*>(page::EntitySystem::instance()->get_component(active_star_, page::ComponentFamily::kCFRenderable));
- // Star touched is the currently active star.
- if(selected_star == active_star_) {
- if(point_modifier_ < 1) {
- point_modifier_ = 1;
- }
- int speed_mod = (1/(float)points_)*100;
- page::Log::debug("Speedmod: %f", speed_mod);
- if (speed_mod < delay_) {
- delay_ = speed_mod;
- if (delay_ < 0.1f) {
- delay_ = 0.1f;
- }
- /*
- // TODO: Crazy background color effect
- ccColor3B bgColor = background.color;
- bgColor.r = 255.0f * (1.0f-delay);
- bgColor.g = 255.0f * (delay);
- bgColor.b = 255.0f * (delay);
- [background stopAllActions];
- [background runAction: [TintTo actionWithDuration:.2f red:bgColor.r green:bgColor.g blue:bgColor.g]];
- */
- }
- } else if((color_comp_selected->color == color_comp_active->color) &&
- (render_comp_selected->texture_->id == render_comp_active->texture_->id)) {
- points_ += 1;
- point_modifier_ = point_modifier_ < 0? 1: point_modifier_ + 1;
- } else {
- points -= point_modifier_*point_modifier_;
- point_modifier_ -= 1;
- /*
- // TODO: Hard mode
- if ([@"hard" isEqualToString:[settings.settings objectForKey:@"difficulty"]]) {
- [self updatePointLabel];
- [self gameOver];
- }
- */
- }
- /*
- // TODO: Update Labels
- [self updateMultiplierLabel];
- [self updatePointLabel];
- */
- }
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