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#pragma once
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#define INCLUDE_ANIMATION_DATA extern std::map<AnimationState,Animate2D::FrameSequence>ANIMATION_DATA;
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#define INCLUDE_MONSTER_LIST extern std::vector<Monster>MONSTER_LIST;
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#define INCLUDE_SPAWNER_LIST extern std::vector<MonsterSpawner>SPAWNER_LIST;
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#define INCLUDE_DAMAGENUMBER_LIST extern std::vector<DamageNumber>DAMAGENUMBER_LIST;
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#define INCLUDE_game extern Crawler*game;
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#define INCLUDE_MONSTER_DATA extern std::map<MonsterName,MonsterData>MONSTER_DATA;
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#define INCLUDE_BULLET_LIST extern std::vector<std::unique_ptr<Bullet>>BULLET_LIST;
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#define INCLUDE_PARTICLE_LIST extern std::vector<Particle>PARTICLE_LIST;
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#define INCLUDE_EMITTER_LIST extern std::vector<std::unique_ptr<Emitter>>EMITTER_LIST;
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#define ACCESS_PLAYER Player*p=game->GetPlayer();
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#define INFINITE 999999
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#define SETUP_CLASS(class) \
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class::class(){InitializeClassAbilities();} \
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class::class(Player*player) \
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:Player::Player(player){} \
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Class class::GetClass(){return cl;} \
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std::string class::GetClassName(){return name;} \
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Ability&class::GetRightClickAbility(){return rightClickAbility;}; \
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Ability&class::GetAbility1(){return ability1;}; \
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Ability&class::GetAbility2(){return ability2;}; \
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Ability&class::GetAbility3(){return ability3;}; \
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Ability&class::GetAbility4(){return ability4;}; \
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AnimationState&class::GetWalkNAnimation(){return walk_n;}; \
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AnimationState&class::GetWalkEAnimation(){return walk_e;}; \
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AnimationState&class::GetWalkSAnimation(){return walk_s;}; \
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AnimationState&class::GetWalkWAnimation(){return walk_w;}; \
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AnimationState&class::GetIdleNAnimation(){return idle_n;}; \
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AnimationState&class::GetIdleEAnimation(){return idle_e;}; \
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AnimationState&class::GetIdleSAnimation(){return idle_s;}; \
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AnimationState&class::GetIdleWAnimation(){return idle_w;};
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