Archimedes/Dash Da Capo!
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Where the game gets implemented. More...
#include <Game.h>
Public Member Functions | |
void | runGameLoop () override |
Game loop override's the engine's loop. | |
DashDaCapo (Uint32 flags, const char *title, int x, int y, int w, int h) | |
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Archimedes (Uint32 flags, const char *title, int x, int y, int w, int h) | |
virtual void | runGameLoop () |
void | stopGameLoop () |
Quits the game. | |
bool | loadTiles (std::vector< Tile * > &tileMap, const std::vector< int > &levelInfo, std::map< std::pair< int, int >, TileType > &coordinateToTileTypeMap, std::map< std::pair< int, int >, std::string > &coordinateToEventTypeMap, int TILE_COUNT, int TYPE_COUNT, int TILE_LENGTH) |
loads tiles into tileMap. Additionally we have it loading coordinates and event maps. | |
bool | loadImageAssets (SDL_Renderer *renderer, std::unordered_map< TextureWrapper *, std::string > textureFilePaths) |
Loads the image assets. | |
bool | clipSheet (int ROWS, int COLS, int BLOCK_LENGTH, int BLOCK_HEIGHT, int TYPE_COUNT, std::vector< SDL_Rect > &sheetClipped) |
Given the sheet specs, will clip the sheet into SDL rectangles. | |
SDL_Window * | getWindow () const |
the public method to access the window object pointer | |
SDL_Renderer * | getRenderer () const |
the public method to access the renderer object pointer | |
std::vector< int > | convertMapToVector (std::string pathName) |
Takes in a .map file and parses it into a vector in the format that we need it. It's an intermediate step to account for variable size maps. | |
bool | getQuit () const |
int | getWidth () const |
int | getHeight () const |
void | setToQuit () |
Where the game gets implemented.
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overridevirtual |
Game loop override's the engine's loop.
Reimplemented from Archimedes.