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#ifndef WORLD_H
#define WORLD_H
#include <common.h> // 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
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