#ifndef WORLD_H #define WORLD_H #include // For HLINE, vec2, OpenGL utilities, etc. /* * World - creates and handles an area of land */ class World { private: /* * struct line_t * * The world is stored in an array of lines. Example: * * || * ||| || | * ||||||||| * line no. 123456789... * */ struct line_t { float y; unsigned char color; } __attribute__ ((packed)) *line; unsigned int lineCount; // Size of the array 'line' (aka the width of the world) 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. 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. World(unsigned int width); // Generates a world of width 'width'. ~World(void); // Frees the 'line' array. 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'. 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 // 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 // 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 // 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 // this one. }; #endif // WORLD_H