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#ifndef MAPVIEW_H
#define MAPVIEW_H
#include <list>
#include "state.h"
#include "mob.h"
#include "map.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;
const int FRAMES_PER_SECOND = 60;
const double SECONDS_PER_FRAME = 1.0 / FRAMES_PER_SECOND;
enum direction_t {
up, left, down, right
};
typedef struct {
int axis;
int lower;
int upper;
int type;
} collision_t;
class MapView : public State {
public:
MapView(Map* start, int x, int y);
~MapView();
void loadMap(Map* m);
void input(int key, int action);
void tick();
void render(Texture* tex);
private:
void add_collision(int axis, int lower, int upper, direction_t dir, int type);
void check_collisions(mob_t* mob, int x_next, int y_next);
list<collision_t> left_collisions;
list<collision_t> right_collisions;
list<collision_t> up_collisions;
list<collision_t> down_collisions;
Texture* bg = NULL;
Texture* chara;
Texture* tiles;
bool holding_left = false;
bool holding_right = false;
bool holding_down = false;
mob_t* player;
Map* curMap;
int animFrame = 0;
};
#endif
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