#ifndef GAMESTATE_H
#define GAMESTATE_H
class GameState : public State {
public:
GameState();
void input(SDLKey key);
void tick();
void render(SDL_Surface* screen);
class Level
{
private:
int level;
Uint32 alive[5];
Uint32 dead[5];
public:
Level();
int getLevel();
int getLevelGroup();
bool checkSquare(int x, int y);
Uint32 getAliveColor();
Uint32 getDeadColor();
void incrementLevel();
};
struct Info {
int playerx, playery;
Level level;
bool doneMaking;
};
class Board
{
private:
bool blocks[WIDTH][HEIGHT];
void incrementIfNeighbor(int x, int y, bool temp[WIDTH][HEIGHT], int* tick);
GameState::Info* info;
int gens;
public:
Board();
Board(GameState::Info* info);
bool isObstructed(int x, int y);
void render(SDL_Surface* screen);
void tick();
};
private:
Uint32 player_color;
Uint32 event_color;
bool newGame;
Info info;
Board board;
void move(int x, int y);
};
#endif
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name: "Lobby"
panel_display_name: "Outside"
panels {
name: "RIGHT"
path: "Panels/entry_1"
clue: "right"
answer: "right"
proxies { answer: "wrong" path: "Panels/proxied_3" }
}
ports {
name: "GREAT"
path: "Components/Warps/worldport"
orientation: "south"
}
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