This commit is contained in:
RafayAhmad7548 2024-06-16 18:53:25 +05:00
parent 37776af5db
commit ab03d5f10c
4045 changed files with 286212 additions and 3 deletions

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#include "BrickBreaker.h"
BrickBreaker::BrickBreaker() : currentLevel(1), level(new Level3){}
void BrickBreaker::nextLevel(){
}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level2){}
void BrickBreaker::nextLevel(){
if(currentLevel<3){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
}
std::string BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}
BrickBreaker& BrickBreaker::setGameState(std::string gameState){
this->gameState = gameState;
return *this;
}

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#include "BrickBreaker.h"
BrickBreaker::BrickBreaker() : currentLevel(1), level(new Level2){}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level1){}
void BrickBreaker::nextLevel(){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
string BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level2){}
void BrickBreaker::nextLevel(){
if(currentLevel<3){
currentLevel++;
if(level != nullptr) delete level;
level = nullptr;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
}
int BrickBreaker::getCurrentLevel(){
return currentLevel;
}
std::string BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}
BrickBreaker& BrickBreaker::setGameState(std::string gameState){
this->gameState = gameState;
return *this;
}

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#include "BrickBreaker.h"
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level1){}
void BrickBreaker::nextLevel(){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
string BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level1){}
void BrickBreaker::nextLevel(){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
std::string BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level1){}
void BrickBreaker::nextLevel(){
if(currentLevel<3){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
}
std::string BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}
BrickBreaker& BrickBreaker::setGameState(std::string gameState){
this->gameState = gameState;
return *this;
}

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#include "BrickBreaker.h"
BrickBreaker::BrickBreaker() : currentLevel(1), level(new Level3){}
void BrickBreaker::nextLevel(){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2;
}
}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level2){}
void BrickBreaker::nextLevel(){
if(currentLevel<3){
currentLevel++;
if(level != nullptr) delete level;
level = nullptr;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
}
int BrickBreaker::getCurrentLevel(){
return currentLevel;
}
std::string& BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}
BrickBreaker& BrickBreaker::setGameState(std::string gameState){
this->gameState = gameState;
return *this;
}

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#include "BrickBreaker.h"
BrickBreaker::BrickBreaker() : currentLevel(1), level(new Level1){}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level3){}
void BrickBreaker::nextLevel(){
if(currentLevel<3){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
}
std::string BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}
BrickBreaker& BrickBreaker::setGameState(std::string gameState){
this->gameState = gameState;
return *this;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level2){}
void BrickBreaker::nextLevel(){
if(currentLevel<3){
currentLevel++;
if(level != nullptr) delete level;
level = nullptr;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
gameState = "playing";
}
}
std::string BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}
BrickBreaker& BrickBreaker::setGameState(std::string gameState){
this->gameState = gameState;
return *this;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level2){}
void BrickBreaker::nextLevel(){
if(currentLevel<3){
currentLevel++;
if(level != nullptr) delete level;
level = nullptr;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
}
std::string BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}
BrickBreaker& BrickBreaker::setGameState(std::string gameState){
this->gameState = gameState;
return *this;
}

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#include "BrickBreaker.h"
BrickBreaker::BrickBreaker() : currentLevel(1), level(new Level3){}
void BrickBreaker::nextLevel(){
currentLevel++;
if(level != nullptr) delete level;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level1){}
void BrickBreaker::nextLevel(){
if(currentLevel<3){
currentLevel++;
if(level != nullptr) delete level;
level = nullptr;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
}
int BrickBreaker::getCurrentLevel(){
return currentLevel;
}
std::string& BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}
BrickBreaker& BrickBreaker::setGameState(std::string gameState){
this->gameState = gameState;
return *this;
}

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#include "BrickBreaker.h"
BrickBreaker::BrickBreaker() : currentLevel(1), level(new Level3){}
void BrickBreaker::nextLevel(){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level1){}
void BrickBreaker::nextLevel(){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
string BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"
BrickBreaker::BrickBreaker() : currentLevel(1), level(new Level1){}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level1){}
void BrickBreaker::nextLevel(){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
string BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level1){}
void BrickBreaker::nextLevel(){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
string BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level1){}
void BrickBreaker::nextLevel(){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level2){}
void BrickBreaker::nextLevel(){
if(currentLevel<3){
currentLevel++;
if(level != nullptr) delete level;
level = nullptr;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
}
std::string BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}
BrickBreaker& BrickBreaker::setGameState(std::string gameState){
this->gameState = gameState;
return *this;
}

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#include "BrickBreaker.h"
BrickBreaker::BrickBreaker() : currentLevel(1), level(new Level3){}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level1){}
void BrickBreaker::nextLevel(){
if(currentLevel<3){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
}
std::string BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}
BrickBreaker& BrickBreaker::setGameState(std::string gameState){
this->gameState = gameState;
return *this;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level2){}
void BrickBreaker::nextLevel(){
// if(currentLevel<3){
// currentLevel++;
// if(level != nullptr) delete level;
// switch(currentLevel){
// case 2: level = new Level2; break;
// case 3: level = new Level3; break;
// }
// }
if(currentLevel<3){
GameLevel* oldLevel = level;
currentLevel++;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
if(oldLevel != nullptr) delete oldLevel;
}
}
std::string BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}
BrickBreaker& BrickBreaker::setGameState(std::string gameState){
this->gameState = gameState;
return *this;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("menu"), level(new Level2){}
void BrickBreaker::nextLevel(){
if(currentLevel<3){
currentLevel++;
if(level != nullptr) delete level;
level = nullptr;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
}
int BrickBreaker::getCurrentLevel(){
return currentLevel;
}
std::string& BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}
BrickBreaker& BrickBreaker::setGameState(std::string gameState){
this->gameState = gameState;
return *this;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level1){}
void BrickBreaker::nextLevel(){
if(currentLevel<3){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
}
std::string BrickBreaker::getGameState(){
return gameState;
}
GameLevel*& BrickBreaker::getLevel(){
return level;
}
BrickBreaker& BrickBreaker::setGameState(std::string gameState){
this->gameState = gameState;
return *this;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level1){}
void BrickBreaker::nextLevel(){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
int BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"
BrickBreaker::BrickBreaker() : currentLevel(1), level(new Level1){}
void BrickBreaker::nextLevel(){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level1){}
void BrickBreaker::nextLevel(){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
int BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}

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#include "BrickBreaker.h"
#include <string>
BrickBreaker::BrickBreaker() : currentLevel(1), gameState("playing"), level(new Level1){}
void BrickBreaker::nextLevel(){
currentLevel++;
if(level != nullptr) delete level;
switch(currentLevel){
case 2: level = new Level2; break;
case 3: level = new Level3; break;
}
}
std::string BrickBreaker::getGameState(){
return gameState;
}
GameLevel* BrickBreaker::getLevel(){
return level;
}
BrickBreaker& BrickBreaker::setGameState(std::string gameState){
this->gameState = gameState;
return *this;
}