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Gameshell.h
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Gameshell.h
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#ifndef _GAMESHELL_H_
#define _GAMESHELL_H_
#include <SDL2/SDL.h>
#include <vector>
#include <map>
#include <queue>
#include "Player.h"
#include "CollisionDetector.h"
#include "EventHandler.h"
#include "Enemy.h"
#include "Inventory.h"
#include "Tile.h"
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int TILE_WIDTH = 32;
const int TILE_HEIGHT = 32;
const int BAR_WIDTH = 100;
const int FPS = 30;
const int MAXTILES = 300;
const int TRANSPARENCY = 9;
const int CHASE_TRIGGER = 6;
const int ENEMY_PROXIMITY = 6;
class Tile;
struct CollisionDetector;
struct GameShell
{
unsigned int layerNumber;
SDL_Window* window;
SDL_Surface* screen;
SDL_Surface* tileset;
SDL_Surface* gameover;
SDL_Surface* lifebar;
SDL_Surface* gamewon;
std::map<int, SDL_Rect> bkgtiles;
std::vector<SDL_Rect> bartype;
std::vector<std::vector<Tile*> > tiles;
std::vector<int> itemlist;
Player bob;
CollisionDetector* col;
EventHandler actions;
Enemy zombie;
GameShell();
~GameShell();
void loadMap();
void refresh();
void repaintTile(SDL_Rect& coord);
void action();
bool deductHealth(unsigned int value);
bool isItem(int value);
void updateLifebar(SDL_Surface* screen);
void gameOver();
void gameWon();
Tile* findPath(Tile*& start, Tile*& goal);
void mark();
bool near_exit(Player& player);
bool near_player(Player& player);
SDL_Rect exit;
};
#endif