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#include <list>
#include <vector>
#include "mob.h"
#include "renderer.h"
using namespace::std;
const int TILE_WIDTH = 8;
const int TILE_HEIGHT = 8;
const int GAME_WIDTH = 320;
const int GAME_HEIGHT = 200;
const int MAP_WIDTH = GAME_WIDTH/TILE_WIDTH;
const int MAP_HEIGHT = GAME_HEIGHT/TILE_HEIGHT;
enum direction_t {
up, left, down, right
};
typedef struct {
int axis;
int lower;
int upper;
int type;
} collision_t;
class Map {
public:
Map();
~Map();
void render(Texture* buffer);
void check_collisions(mob_t* mob, int x_next, int y_next);
private:
void add_collision(int axis, int lower, int upper, direction_t dir, int type);
list<collision_t> left_collisions;
list<collision_t> right_collisions;
list<collision_t> up_collisions;
list<collision_t> down_collisions;
Texture* bg;
};
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