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https://github.com/zoriya/Bomberman.git
synced 2026-06-04 18:46:22 +00:00
fixed some warning + one test
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@@ -6,16 +6,16 @@
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namespace BBM
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{
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ResumeLobbyComponent::ResumeLobbyComponent(WAL::Entity &entity, int playerNumber, WAL::Entity &button, WAL::Entity &tile, int color)
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ResumeLobbyComponent::ResumeLobbyComponent(WAL::Entity &entity, int playerNumber, WAL::Entity &button, WAL::Entity &tile, int pColor)
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: WAL::Component(entity),
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playerID(playerNumber),
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readyButton(button),
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coloredTile(tile),
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color(color)
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playerColor(pColor)
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{}
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WAL::Component *ResumeLobbyComponent::clone(WAL::Entity &entity) const
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{
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return new ResumeLobbyComponent(entity, this->playerID, this->readyButton, this->coloredTile, this->color);
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return new ResumeLobbyComponent(entity, this->playerID, this->readyButton, this->coloredTile, this->playerColor);
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}
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}
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@@ -20,7 +20,7 @@ namespace BBM
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//! @brief The ID of the lobby player (from 0 to 3)
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int playerID;
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//! @brief The color of the player (as an index)
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int color;
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int playerColor;
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//! @brief Is this player ready
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bool ready = false;
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//! @brief The entity containing the ready display.
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@@ -33,7 +33,7 @@ namespace BBM
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Component *clone(WAL::Entity &entity) const override;
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//! @brief Create a new lobby component.
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explicit ResumeLobbyComponent(WAL::Entity &entity, int playerNumber, WAL::Entity &button, WAL::Entity &tile, int color);
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explicit ResumeLobbyComponent(WAL::Entity &entity, int playerNumber, WAL::Entity &button, WAL::Entity &tile, int pColor);
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//! @brief A lobby component is copyable.
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ResumeLobbyComponent(const ResumeLobbyComponent &) = default;
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//! @brief A default destructor
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