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![]() Public void Draw() // here you don't need to pass the bird, app, etc, as a parameter This.app = app // the same for the RenderWindow This.bird = bird // assign the Bird reference to a class var through you can access that object Public Obstacle(int x, int y, Bird bird, RenderWindow app) pass the Bird and RenderWindow references so you can use them directly in the class you pass the var as a parameter (in this case) That's because you just pass that var (app, bird, etc) ONCE, and then you can simply access it from anywhere in the class without extra parameter adding in every internal class function. Anyway, as the RenderWindow object (app) is the same, independently of what function it is passed to, I think it would be better to pass it as a parameter in the constructor (the function that creates the object - I don't know exactly how it is in C++). Well, I didn't see (or realize) you were implementing 2 views. Usually, while more you group the game components into objects, better and tidier will be the code. You also could create a class for the group of Obstacles (with a List or Vector to store them), to make it more efficient, and check the collision bird-obstacle one by one (in a loop, not to pass the 3 obstacles and the bird to a same function). That is, for the main() function isn't so untidy. That would be better performance and tidier code.Ģ) I think it would be better to define a Game class which declares the bird and obstacle objects (and letters and all other stuff), with a RunGame() method (or function). But a couple of things now:ġ) the app object (of type RenderWindow) should also be passed as an argument to the constructors of all objects that need it instead of being passed to all functions. In a while I'll try to see all the project files in a C++ IDE when I'm at home. Actually, how much complicated is C++! How courageous have to be programmers who use it! You also can see this mechanism in this game, my smallest one (it's written in C#, but the concept is the same) Remember that in C++ the syntax for references and pointers is a bit complicated, it's not as in C#, so the code I write here is not C++, but the idea is OK. The attributes of the Bird that need to be accessed have to be public or as a property (or the way that C++ implements for a variable to be accessed outside its class). You don't need to pass it to the enemy class internal methods because it is a class global variable, visible in all the class. Then you can simply read from or write to that variable. In the constructor you add a parameter of that type, and when you create an enemy object you pass as last argument a reference to the Bird object. You just need to add a class attribute of the type Bird in all the enemies and every class that needs to access it. You can see the code below that shows how an object can access (read and write) another object. (*) Remember that in C++ the subject of references and pointers and all that stuff is not simple as it is in C#. That's why it is better to pass a reference of the player to the other objects and not on the contrary. ![]() Because the bird's control depends on you (even if you crash against an enemy and die), not on the enemies, but what they do (attack you, die if you kill them, etc) does depend on the bird (and on other instruction set or behavior you program them to do that are independent of anything). So they can read and modify the player's attributes, and theirs, in function of it. In your game class you create a Bird object, and then when you create the enemies and other objects, you pass them a reference to the Bird. If the bird is your game main character, I think it would be better that the other objects have a reference to it. Usually in my games, every enemy or animated object (such as blocks in Super Mario games) has a reference of the player (that is passed in its constructor) and so they are able to process both their atacks to the player and player's attacks to them. ![]() If an object needs to know some data of another object (that is very common), the only way (at least what my experience tells me) is to pass a reference of the 2nd to the 1st(*). ![]() ![]() ![]() Interacting with it leads to screening the ending. Just like in the case of the first additional ending, after meeting all of the requirements you need to get to the floodlight on the roof of the Gotham police station. This mission can be completed in 100% only after you solved all 243 riddles and beating up Riddler in a direct fight. With the Riddler's Revenge optional mission among others. Batman Arkham Knight is among the finest superhero video games on the market, and at present well clarify its ending for you. In order to get the possibility to see the second additional ending you will have to complete ALL of the secondary missions connected with The Most Wanted. ![]() Therefore, you will unlock it a little bit later. The second additional ending has higher requirements than the first one described above. After seeing it you will be able to continue the game with unlocking the second additional ending among the other actions. It will lead to screening of the short movie. You need to get to the floodlight and press the interaction button. What matters is that all of the seven, randomly chosen, secondary missions are completed in 100% (you can check the progress in the mission window).Īfter you've completed all of the requirements needed to unlock the ending you need to get to the roof of the Gotham police station, which is located on the Miagani Island. Penguin or Two-Face) behind the bars, because not all of the optional missions end with duels with characters like that. You do not need to put seven known villains (ex. The description of the requirements is a little misleading in this case. Arkham Knight s main campaign concludes with Scarecrow in custody and dosed with his own fear toxin. In order to get the possibility to see the first additional ending you need to complete seven, randomly chosen, secondary missions, which are connected with The Most Wanted. Youve subscribed to Batman: Arkham City: End Game 1 / 3. In both cases you need to get to the searchlight on the top of the police station ![]() ![]() ![]() The Empia Eas圜AP is based on the EM2860 chip from Empia. More information on this wiki: Stk1160#Drivers More information on this wiki: Stk1160 Audio support STK1160 based devices are supported (video and audio) under Linux by the easycap kernel module (kernel 2.6.38 and later) and further on by the stk1160 kernel module (kernel 3.7). Audio capturing is done by the STK1160 chips built-in ADC for mono microphone audio recording.)īus 001 Device 003: ID 05e1:0408 Syntek Semiconductor Co., Ltd STK1160 Video Capture Device
![]() ![]() Please check out our detailed guide and how to install it below:
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