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| CharacterInMap (int mainVelocity, int velocityX, int velocityY, SDL_Rect collisionBox) |
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bool | isMoveValid (std::string direction, std::map< std::pair< int, int >, TileType > &coordinateToTileTypeMap) |
| helper function to check if the user move was valid
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void | updateEvent (std::string &nextMapEvent, bool &boxOpen, std::pair< int, int > coordinates, std::map< std::pair< int, int >, std::string > &coordinateToEventTypeMap) |
| Helper function that updates the next map event.
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void | onInput (SDL_Event &event, std::string &nextMapEvent, bool &boxOpen, int &STATE_characterDirection, std::map< std::pair< int, int >, TileType > &coordinateToTileTypeMap, std::map< std::pair< int, int >, std::string > &coordinateToEventTypeMap) |
| defines the movement for the character in the map
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void | move (int xBoundary, int yBoundary) |
| Updates the character state in the map.
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void | centerScreen (SDL_Rect &camera, int xBoundary, int yBoundary) |
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void | render (SDL_Renderer *renderer, const SDL_Rect &camera, TextureWrapper &characterTexture) |
| renders the texture
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| BaseSingleTexture (int mainVelocity, int velocityX, int velocityY, SDL_Rect collisionBox) |
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virtual void | onInput (SDL_Event &event) |
| processes user input
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virtual void | move (int xBoundary, int yBoundary)=0 |
| updates the textures position
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virtual void | centerScreen (SDL_Rect &camera) |
| if there is a camera, will center it on the texture
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virtual void | render (SDL_Renderer *renderer, const SDL_Rect &camera, TextureWrapper &debugControllerTexture)=0 |
| renders the texture
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SDL_Rect | getCollisionBox () const |
| returns the collisionBox
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Game-specific class for the character representation in map.