The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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48 lines
1.1 KiB
48 lines
1.1 KiB
#pragma once
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#include "olcUTIL_Geometry2D.h"
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struct XMLTag;
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enum MapName{
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CAMPAIGN_1_1,
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CAMPAIGN_1_2,
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BOSS_1,
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WORLD_MAP
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};
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struct TileCollisionData{
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geom2d::rect<int>collision;
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};
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struct TilesetData{
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Renderable*tileset=nullptr;
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std::map<int,XMLTag>foregroundTiles;
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std::map<int,XMLTag>upperForegroundTiles;
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std::map<int,TileCollisionData>collision;
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std::map<int,XMLTag>staircaseTiles;
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};
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struct TileRenderData{
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Decal*tileset;
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vi2d pos;
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vi2d tileSheetPos;
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};
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struct TileGroup{
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private:
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geom2d::rect<int>range;
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std::vector<TileRenderData>tiles;
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int minX=0,minY=0,maxX=0,maxY=0;
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public:
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static float FADE_TIME;
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//0-255. 255 indicates fully invisible.
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static uint8_t FADE_AMT;
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geom2d::rect<int>GetRange();
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//The fade range is the bounds in which this tile group will be considered "in range" of a player, one tile in each direction further than its actual range.
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geom2d::rect<int>GetFadeRange();
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std::vector<TileRenderData>&GetTiles();
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void InsertTile(TileRenderData tile);
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bool playerBehind=false;
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float fadeFactor=0.f;
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int originatingLayer=-1;
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}; |