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-rw-r--r--include/ui.h28
-rw-r--r--include/world.h22
2 files changed, 35 insertions, 15 deletions
diff --git a/include/ui.h b/include/ui.h
index 2077837..8341a8c 100644
--- a/include/ui.h
+++ b/include/ui.h
@@ -2,17 +2,29 @@
#define UI_H
#include <common.h>
-#include <cstdarg>
+#include <cstdarg> // For putText()
-namespace ui {
- void initFonts(void);
- void setFontFace(const char *ttf);
- void setFontSize(unsigned int size);
+namespace ui { // Functions are kept in a namespace simply
+ // for organization
+
+ extern bool debug;
+ extern unsigned int fontSize;
+
+ void initFonts(void); // Checks for and initializes the FreeType 2 library
+
+ void setFontFace(const char *ttf); // Checks and unpacks the TTF file for use by putString() and putText()
+ void setFontSize(unsigned int size); // Sets the size of the currently loaded font to 'size' pixels
+
+ void putString(const float x,const float y,const char *s); // Draws the string 's' to the coordinates ('x','y'). The height (and therefore the width)
+ // are determined by what's currently set by setFontSize()
+ void putText(const float x,const float y,const char *str,...); // Draws the formatted string 'str' using putString()
+
+ void dialogBox(const char *text); // Prepares a dialog box to be drawn (its drawn as a black background at the top of the
+ // screen and then 'text' is putString()'d
- void putString(const float x,const float y,const char *s);
- void putText(const float x,const float y,const char *str,...);
+ void draw(void); // Draws things like dialogBox's if necessary
- void handleEvents(void);
+ void handleEvents(void); // Handles keyboard and mouse events
}
#endif // UI_H
diff --git a/include/world.h b/include/world.h
index 00b7a7f..2a1d3c3 100644
--- a/include/world.h
+++ b/include/world.h
@@ -3,6 +3,8 @@
#include <common.h> // For HLINE, vec2, OpenGL utilities, etc.
+//#define WORLD_ENTITY_MAX 64 // Maximum number of entities that can be bound to a world
+
/*
* World - creates and handles an area of land
*/
@@ -27,6 +29,9 @@ private:
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,*infront; // Pointers to other areas of land that are behind or in front of this one, respectively.
+ //Entity **peeps; // Stores pointers to entities that are bound to the world
+ //unsigned int peepCount; // Number of entities bound to the world
+ void singleDetect(Entity *e);
public:
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.
@@ -39,20 +44,23 @@ public:
void draw(vec2 *vec); // Draws the world around the coordinates 'vec'
- void detect(vec2 *v,vec2 *vel,const float width); // Insures objects/entities at location 'v' with a width of 'width' and a
- // velocity of 'vel' stay outside of the ground (defined by array 'line'),
- // and handles gravity for that object/entity by modifying it's velocity ('vel')
- World *goWorldLeft(vec2 *loc,const float width); // Returns the world to the left of this one if it exists and the player at
+ 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
+
+ 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(vec2 *loc,const float width); // Functions the same as goWorldLeft(), but checks/returns the world to the right
+ World *goWorldRight(Player *p); // Functions the same as goWorldLeft(), but checks/returns the world to the right
// of the player.
- World *goWorldBack(vec2 *loc,const float width); // Returns the address of the world behind this one if it exists and the player
+ 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(vec2 *loc,const float width); // Functions the same as goWorldBack(), but checks/returns the world in front of
+ World *goWorldFront(Player *p); // Functions the same as goWorldBack(), but checks/returns the world in front of
// this one.
+
+ //void addEntity(Entity *e); // Binds an entity to this world (this world will then handle its drawing and detection)
};
#endif // WORLD_H