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-rw-r--r--include/world.h134
1 files changed, 100 insertions, 34 deletions
diff --git a/include/world.h b/include/world.h
index ab161c0..5ec01ae 100644
--- a/include/world.h
+++ b/include/world.h
@@ -13,6 +13,7 @@ typedef struct {
*/
class World {
protected:
+
/*
* struct line_t
*
@@ -24,61 +25,126 @@ protected:
* line no. 123456789...
*
*/
+
struct line_t {
bool gs;
float y,gh[2];
unsigned char color;
} __attribute__ ((packed)) *line;
- std::vector<Platform> platform; // An array (vector thing) of platforms
- int x_start; // Worlds are centered on the x axis (0,n), this contains
- // where to start drawing the world to have it centered properly.
- World *behind; // Pointers to other areas of land that are behind or in front of this one, respectively.
- void singleDetect(Entity *e); // Handles an individual entity (gravity n' stuff)
+
+ /*
+ * Keeps a dynamically allocated array of platforms in the world.
+ */
+
+ std::vector<Platform> platform;
+
+ /*
+ * Contains the starting x-coordinate to draw the world at. This should be equal to
+ * - getWidth() (see world.cpp) / 2
+ */
+
+ int x_start;
+
+ /*
+ * Runs world detection for a single entity. This function is used in World->detect()
+ * to detect the player and all entities in the world.
+ */
+
+ void singleDetect(Entity *e);
+
+ /*
+ * The size of the line array. This is set once by World->generate().
+ */
+
+ unsigned int lineCount;
+
public:
- unsigned int lineCount; // Size of the array 'line' (aka the width of the world)
- World *toLeft,*toRight; // Pointers to areas to the left and right of this world. These are made public
- // so that they can easily be set without a function.
- World *infront;
-
+
+ /*
+ * These pointers keep track of worlds that are adjacent to this one. Used in ui.cpp
+ * for world jumping.
+ */
+
+ World *toLeft,
+ *toRight,
+ *behind,
+ *infront;
+
+ /*
+ * Constructor and deconstructor, these do what you would expect.
+ */
+
World(void);
~World(void); // Frees the 'line' array.
- virtual void generate(unsigned int width); // Generate the world
+ /*
+ * Generate a world of width `width`. This function is virtual so that other world
+ * classes that are based on this one can generate themselves their own way.
+ */
- void addLayer(unsigned int width); // Generates a new world and makes 'behind' point to it. If 'behind'
- // already points to a world, the new world will be set to be behind 'behind'.
-
- virtual void draw(Player *p); // Draws the world around the coordinates 'vec'
+ virtual void generate(unsigned int width);
+ /*
+ * Looks for the furthest back layer in this world and adds a new layer of width `width` behind it.
+ */
- void detect(Player *p); // Insures objects/entities stored in an Entity class stay outside of the
- // ground (defined by array 'line'), and handles gravity for the object/entity
- // by modifying it's velocity
+ void addLayer(unsigned int width);
- World *goWorldLeft(Player *p); // Returns the world to the left of this one if it exists and the player at
- // location 'loc' with width 'width' is at the left edge of this world.
- World *goWorldRight(Player *p); // Functions the same as goWorldLeft(), but checks/returns the world to the right
- // of the player.
+ /*
+ * Draw the world and entities based on the player's coordinates. Virtual for the same
+ * reason generate() is.
+ */
- World *goWorldBack(Player *p); // Returns the address of the world behind this one if it exists and the player
- // at location 'loc' with width 'width' is within the area of it (i.e., when this
- // world is drawn the world has to appear directly behind the player)
- World *goWorldFront(Player *p); // Functions the same as goWorldBack(), but checks/returns the world in front of
- // this one.
- World *goInsideStructure(Player *p); // Returns the world contained in a structure if the player is requesting to enter
- // it and is standing in front of it.
- void addPlatform(float x,float y,float w,float h); // Dynamically adds a platform to the platform array. These will be automatically
- // drawn and handled by the world.
- void addHole(unsigned int start,unsigned int end); // Create a hole in the world
-
- int getStart(void);
+ virtual void draw(Player *p);
+
+
+ /*
+ * Detect the player and any entities in the current world.
+ */
+
+ void detect(Player *p);
+
+ /*
+ * These functions return the pointer to the world in the direction that is requested if it
+ * exists and the player is in a condition that it can make the switch, otherwise they
+ * return the current world.
+ */
+
+ World *goWorldLeft(Player *p);
+ World *goWorldRight(Player *p);
+ World *goWorldBack(Player *p);
+ World *goWorldFront(Player *p);
+
+ /*
+ * Called to enter/exit a structure.
+ */
+
+ World *goInsideStructure(Player *p);
+
+ /*
+ * These functions add features to the world.
+ */
+
+ void addPlatform(float x,float y,float w,float h);
+ void addHole(unsigned int start,unsigned int end);
+
+ /*
+ * Get's the world's width.
+ */
+
+ int getTheWidth(void);
};
+/*
+ * Gets a good base y value for background rendering.
+*/
+
float worldGetYBase(World *w);
/*
* IndoorWorld - Indoor settings stored in a World class ;)
*/
+
class IndoorWorld : public World {
public:
IndoorWorld(void);