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authorClyne Sullivan <tullivan99@gmail.com>2016-04-23 22:31:27 -0400
committerClyne Sullivan <tullivan99@gmail.com>2016-04-23 22:31:27 -0400
commitcc2230e0039f06a7478878adcbc9ef028a223243 (patch)
tree1af80e53bc7f6ec6fa7c7d4f89656d61f203808f /include/world.hpp
parentdebb080a17eba2b2957e99ba7f1ce0fa0c4d2e4e (diff)
more rewrites
Diffstat (limited to 'include/world.hpp')
-rw-r--r--include/world.hpp30
1 files changed, 23 insertions, 7 deletions
diff --git a/include/world.hpp b/include/world.hpp
index 9a1d701..c6eaf06 100644
--- a/include/world.hpp
+++ b/include/world.hpp
@@ -11,7 +11,7 @@
** Includes section
** --------------------------------------------------------------------------*/
-// 'local' game includes
+// local game includes
#include <common.hpp>
#include <entities.hpp>
@@ -85,8 +85,8 @@ public:
vec2 start, end;
bool in;
- Village(const char *meme, World *w);
- ~Village(void) {}
+ Village(std::string meme, World *w);
+ ~Village(void){}
};
/**
@@ -248,30 +248,46 @@ public:
Village *addVillage(std::string name, World *world);
};
-/*
- * IndoorWorld - Indoor settings stored in a World class
+/**
+ * IndoorWorld - Indoor settings stored in a World class
*/
-
class IndoorWorld : public World {
private:
+ // like lines, but split into floors
std::vector<std::vector<float>> floor;
+
+ // the x coordinate to start each floor at
std::vector<float> fstart;
+ // handles physics for a single entity
void singleDetect(Entity *e);
public:
+
+ // creates an IndoorWorld object
IndoorWorld(void);
+
+ // frees memory used by this object
~IndoorWorld(void);
+ // adds a floor of the desired width
void addFloor(unsigned int width);
+
+ // adds a floor at the desired x coordinate with the given width
void addFloor(unsigned int width, unsigned int start);
+
+ // attempts to move the entity provided to the given floor
bool moveToFloor(Entity *e, unsigned int _floor);
+ // checks for a floor above the given entity
bool isFloorAbove(Entity *e);
+
+ // checks for a floor below the given entity
bool isFloorBelow(Entity *e);
- void draw(Player *p); // Draws the world (ignores layers)
+ // draws the world about the player
+ void draw(Player *p);
};
/**