virtual ~Entity(){}
};
-class Player : public Entity {
+class Player : public Entity{
public:
QuestHandler qh;
bool light = false;
~Player();
void interact();
};
-
class NPC : public Entity{
public:
std::vector<int (*)(NPC *)>aiFunc;
height = 2000;
tex = new Texturec(0);
case MS_DOOR:
- width = HLINE * 10;
- height = HLINE * 16;
+ width = HLINE * 12;
+ height = HLINE * 20;
tex = new Texturec(1,"assets/door.png");
break;
}
* with type NPC.
*/
+ //((World*)(inWorld))->addNPC(loc.x + i * HLINE ,100);
+ //inWorld->addNPC(loc.x + i * HLINE, 100);
currentWorld->addNPC(loc.x + i * HLINE ,100);
+
}
//playerSpawnHill->addMob(MS_TRIGGER,player->loc.x,0,story);
- //worldSpawnHill2->addStructure(STRUCTURET,HOUSE,(rand()%120*HLINE),100,worldSpawnHill1,worldSpawnHill2);
//playerSpawnHill->addStructure(STRUCTURET,FOUNTAIN,(rand()%120*HLINE)+100*HLINE,100,test,iw);
//playerSpawnHill->addStructure(STRUCTURET,HOUSE2,(rand()%120*HLINE)+300*HLINE,100,test,iw);
currentWorld = worldSpawnHill1;
+ worldSpawnHill2->addStructure(STRUCTURET,HOUSE,(rand()%120*HLINE),100,worldSpawnHill1,worldSpawnHill2);
player = new Player();
player->spawn(200,100);
build.push_back(new Structures());
build.back()->spawn(t,sub,x,y);
build.back()->inWorld=outside;
- build.back()->inside=(void *)inside;
+ build.back()->inside=inside;
entity.push_back(build.back());
}