diff options
Diffstat (limited to 'main.cpp')
-rw-r--r-- | main.cpp | 49 |
1 files changed, 24 insertions, 25 deletions
@@ -65,44 +65,43 @@ static GLuint bgImage; bool gameRunning = true; /* - * currentWorld - This is a pointer to the current world that the player - * is in. Most drawing/entity handling is done through this - * variable. This should only be changed when layer switch - * buttons are pressed (see src/ui.cpp), or when the player - * enters a Structure/Indoor World (see src/ui.cpp again). + * currentWorld - This is a pointer to the current world that the player + * is in. Most drawing/entity handling is done through this + * variable. This should only be changed when layer switch + * buttons are pressed (see src/ui.cpp), or when the player + * enters a Structure/Indoor World (see src/ui.cpp again). * - * player - This points to a Player object, containing everything for - * the player. Most calls made with currentWorld require a - * Player object as an argument, and glOrtho is set based - * off of the player's coordinates. This is probably the one - * Entity-derived object that is not pointed to in the entity - * array. + * player - This points to a Player object, containing everything for + * the player. Most calls made with currentWorld require a + * Player object as an argument, and glOrtho is set based + * off of the player's coordinates. This is probably the one + * Entity-derived object that is not pointed to in the entity + * array. * * entity - Contains pointers to 'all' entities that have been created in - * the game, including NPCs, Structures, and Mobs. World draws - * and entity handling done by the world cycle through entities - * using this array. Entities made that aren't added to this - * array probably won't be noticable by the game. + * the game, including NPCs, Structures, and Mobs. World draws + * and entity handling done by the world cycle through entities + * using this array. Entities made that aren't added to this + * array probably won't be noticable by the game. * - * npc - An array of all NPCs in the game. It's not exactly clear how - * NPC initing is done, their constructed in this array, then set - * to be pointed to by entity, then maybe spawned with Entity->spawn(). - * See src/entities.cpp for more. - * This variable might be referenced as an extern in other files. + * npc - An array of all NPCs in the game. It's not exactly clear how + * NPC initing is done, their constructed in this array, then set + * to be pointed to by entity, then maybe spawned with Entity->spawn(). + * See src/entities.cpp for more. + * This variable might be referenced as an extern in other files. * * build - An array of all Structures in the game. Entries in entity point to - * these, allowing worlds to handle the drawing and stuff of these. - * See src/entities.cpp for more. + * these, allowing worlds to handle the drawing and stuff of these. + * See src/entities.cpp for more. * - * mob - An array of all Mobs in the game, entity entries should point to these - * so the world can take care of them. See src/entities.cpp for more. + * mob - An array of all Mobs in the game, entity entries should point to these + * so the world can take care of them. See src/entities.cpp for more. * */ World *currentWorld=NULL; Player *player; std::vector<Entity * > entity; -std::vector<NPC > npc; std::vector<Structures *> build; std::vector<Mob > mob; |