[Shrug] Some crap KonoM did! No idea what.
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			RelativePath="..\..\..\src\Unuk\Globals.cpp"
 | 
			
		||||
			>
 | 
			
		||||
		</File>
 | 
			
		||||
		<File
 | 
			
		||||
			RelativePath="..\..\..\src\Unuk\Globals.h"
 | 
			
		||||
			>
 | 
			
		||||
		</File>
 | 
			
		||||
		<File
 | 
			
		||||
			RelativePath="..\..\..\src\Unuk\main.cpp"
 | 
			
		||||
			>
 | 
			
		||||
		</File>
 | 
			
		||||
		<File
 | 
			
		||||
			RelativePath="..\..\..\src\Unuk\Player.cpp"
 | 
			
		||||
			>
 | 
			
		||||
		</File>
 | 
			
		||||
		<File
 | 
			
		||||
			RelativePath="..\..\..\src\Unuk\Player.h"
 | 
			
		||||
			>
 | 
			
		||||
		</File>
 | 
			
		||||
	</Files>
 | 
			
		||||
	<Globals>
 | 
			
		||||
	</Globals>
 | 
			
		||||
</VisualStudioProject>
 | 
			
		||||
 | 
			
		||||
@ -1,69 +1,69 @@
 | 
			
		||||
#ifndef _MAPTILE_H_
 | 
			
		||||
#define _MAPTILE_H_
 | 
			
		||||
#include <list>
 | 
			
		||||
#include <string>
 | 
			
		||||
#include <SDL/SDL.h>
 | 
			
		||||
 | 
			
		||||
#include "../Unuk/Constants.h"
 | 
			
		||||
#include "ApplySurface.h"
 | 
			
		||||
#include "MapElement.h"
 | 
			
		||||
#include "MapEntities.h"
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
class MapTile {
 | 
			
		||||
public:
 | 
			
		||||
  MapTile(void)                                     {  }
 | 
			
		||||
  ~MapTile(void)                                    {  }
 | 
			
		||||
 | 
			
		||||
  void Render(void)                                 { _tile.Render(), _entity.Render(); }
 | 
			
		||||
 | 
			
		||||
  // Tile Mutators.
 | 
			
		||||
  void SetTileTexture(SDL_Surface* arg)             { _tile.SetTexture(arg); }
 | 
			
		||||
  void SetTileSolidity(bool arg)                    { _tile.SetSolidity(arg); }
 | 
			
		||||
  bool GetTileSolidity(void)                        { return _tile.GetSolidity(); }
 | 
			
		||||
  // Well, it kinda helps if I lay the
 | 
			
		||||
  // tiles rather than just get the
 | 
			
		||||
  // return value right??
 | 
			
		||||
  void SetTileXY(int xArg, int yArg)                { _tile.SetXY(xArg, yArg); }
 | 
			
		||||
  int GetTileX(void)                                { return _tile.GetX(); }
 | 
			
		||||
  int GetTileY(void)                                { return _tile.GetY(); }
 | 
			
		||||
 | 
			
		||||
  // Entity Mutators.
 | 
			
		||||
  void SetEntityTexture(SDL_Surface* arg)           { _entity.SetTexture(arg); }
 | 
			
		||||
  void SetEntityXY(int xArg, int yArg)              { _entity.SetXY(xArg, yArg); }
 | 
			
		||||
  void SetEntitySolidity(bool arg)                  { _entity.SetSolidity(arg); }
 | 
			
		||||
  bool GetEntitySolitity(void)                      { return _entity.GetSolidity(); }
 | 
			
		||||
 | 
			
		||||
  // Entity Mutators.
 | 
			
		||||
  int GetEntityX(void)                              { return _entity.GetX(); }
 | 
			
		||||
  int GetEntityY(void)                              { return _entity.GetY(); }
 | 
			
		||||
  int GetEntityWidth(void)                          { return _entity.GetWidth(); }
 | 
			
		||||
  int GetEntityHeight(void)                         { return _entity.GetHeight(); }
 | 
			
		||||
 | 
			
		||||
  // ZLevel Mutators.
 | 
			
		||||
  void SetZLevel(int arg)                           { _zLevel = arg; }
 | 
			
		||||
  int GetZLevel(void)                               { return _zLevel; }
 | 
			
		||||
 | 
			
		||||
  // Map Transition Mutators.
 | 
			
		||||
  void SetMapTransitionName(string arg)             { _mapTransitionName = arg; }
 | 
			
		||||
  string GetMapTransitionName(void)                 { return _mapTransitionName; }
 | 
			
		||||
 | 
			
		||||
  void SetMapTransitionXY(int xArg, int yArg)       { _mapTransitionX = xArg, _mapTransitionY = yArg; }
 | 
			
		||||
  int GetMapTransitionX(void)                       { return _mapTransitionX; }
 | 
			
		||||
  int GetMapTransitionY(void)                       { return _mapTransitionY; }
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
  MapElement _tile;
 | 
			
		||||
  MapEntityGeneric _entity;
 | 
			
		||||
 | 
			
		||||
  // -1 is a 'special' tile, the next tile that the player walks
 | 
			
		||||
  // on is the players new zlevel.
 | 
			
		||||
  int _zLevel;
 | 
			
		||||
 | 
			
		||||
  // If not 'null', switch map when the player walks on this tile.
 | 
			
		||||
  string _mapTransitionName;
 | 
			
		||||
  int _mapTransitionX;
 | 
			
		||||
  int _mapTransitionY;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
#ifndef _MAPTILE_H_
 | 
			
		||||
#define _MAPTILE_H_
 | 
			
		||||
#include <list>
 | 
			
		||||
#include <string>
 | 
			
		||||
#include <SDL/SDL.h>
 | 
			
		||||
 | 
			
		||||
#include "../Unuk/Constants.h"
 | 
			
		||||
#include "ApplySurface.h"
 | 
			
		||||
#include "MapElement.h"
 | 
			
		||||
#include "MapEntities.h"
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
class MapTile {
 | 
			
		||||
public:
 | 
			
		||||
  MapTile(void)                                     {  }
 | 
			
		||||
  ~MapTile(void)                                    {  }
 | 
			
		||||
 | 
			
		||||
  void Render(void)                                 { _tile.Render(), _entity.Render(); }
 | 
			
		||||
 | 
			
		||||
  // Tile Mutators.
 | 
			
		||||
  SDL_Surface* SetTileTexture(SDL_Surface* arg)	 	  { _tile.SetTexture(arg); return NULL; }
 | 
			
		||||
  void SetTileSolidity(bool arg)                    { _tile.SetSolidity(arg); }
 | 
			
		||||
  bool GetTileSolidity(void)                        { return _tile.GetSolidity(); }
 | 
			
		||||
  // Well, it kinda helps if I lay the
 | 
			
		||||
  // tiles rather than just get the
 | 
			
		||||
  // return value right??
 | 
			
		||||
  void SetTileXY(int xArg, int yArg)                { _tile.SetXY(xArg, yArg); }
 | 
			
		||||
  int GetTileX(void)                                { return _tile.GetX(); }
 | 
			
		||||
  int GetTileY(void)                                { return _tile.GetY(); }
 | 
			
		||||
 | 
			
		||||
  // Entity Mutators.
 | 
			
		||||
  void SetEntityTexture(SDL_Surface* arg)           { _entity.SetTexture(arg); }
 | 
			
		||||
  void SetEntityXY(int xArg, int yArg)              { _entity.SetXY(xArg, yArg); }
 | 
			
		||||
  void SetEntitySolidity(bool arg)                  { _entity.SetSolidity(arg); }
 | 
			
		||||
  bool GetEntitySolitity(void)                      { return _entity.GetSolidity(); }
 | 
			
		||||
 | 
			
		||||
  // Entity Mutators.
 | 
			
		||||
  int GetEntityX(void)                              { return _entity.GetX(); }
 | 
			
		||||
  int GetEntityY(void)                              { return _entity.GetY(); }
 | 
			
		||||
  int GetEntityWidth(void)                          { return _entity.GetWidth(); }
 | 
			
		||||
  int GetEntityHeight(void)                         { return _entity.GetHeight(); }
 | 
			
		||||
 | 
			
		||||
  // ZLevel Mutators.
 | 
			
		||||
  void SetZLevel(int arg)                           { _zLevel = arg; }
 | 
			
		||||
  int GetZLevel(void)                               { return _zLevel; }
 | 
			
		||||
 | 
			
		||||
  // Map Transition Mutators.
 | 
			
		||||
  void SetMapTransitionName(string arg)             { _mapTransitionName = arg; }
 | 
			
		||||
  string GetMapTransitionName(void)                 { return _mapTransitionName; }
 | 
			
		||||
 | 
			
		||||
  void SetMapTransitionXY(int xArg, int yArg)       { _mapTransitionX = xArg, _mapTransitionY = yArg; }
 | 
			
		||||
  int GetMapTransitionX(void)                       { return _mapTransitionX; }
 | 
			
		||||
  int GetMapTransitionY(void)                       { return _mapTransitionY; }
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
  MapElement _tile;
 | 
			
		||||
  MapEntityGeneric _entity;
 | 
			
		||||
 | 
			
		||||
  // -1 is a 'special' tile, the next tile that the player walks
 | 
			
		||||
  // on is the players new zlevel.
 | 
			
		||||
  int _zLevel;
 | 
			
		||||
 | 
			
		||||
  // If not 'null', switch map when the player walks on this tile.
 | 
			
		||||
  string _mapTransitionName;
 | 
			
		||||
  int _mapTransitionX;
 | 
			
		||||
  int _mapTransitionY;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
		Loading…
	
		Reference in New Issue
	
	Block a user