15 Archimedes(Uint32 flags,
const char* title,
int x,
int y,
int w,
int h);
17 virtual void runGameLoop();
32 const std::vector<int>& levelInfo,
33 std::map<std::pair<int, int>, TileType>& coordinateToTileTypeMap,
34 std::map<std::pair<int, int>, std::string>& coordinateToEventTypeMap,
45 std::unordered_map<TextureWrapper*, std::string> textureFilePaths
61 std::vector<SDL_Rect>& sheetClipped
81 int getHeight()
const;
85 SDL_Window* window =
nullptr;
86 SDL_Renderer* renderer =
nullptr;
Where the engine gets implemented.
Definition: gameEngine.h:13
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 ...
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.
void stopGameLoop()
Quits the game.
SDL_Window * getWindow() const
the public method to access the window object pointer
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.
SDL_Renderer * getRenderer() const
the public method to access the renderer object pointer
bool loadImageAssets(SDL_Renderer *renderer, std::unordered_map< TextureWrapper *, std::string > textureFilePaths)
Loads the image assets.