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SeasonI/gameinit.h

64 lines
2.3 KiB

#ifndef GAME_INIT_H
#define GAME_INIT_H
#define PARTY_TRAIL_LENGTH 48
#include "pixelGameEngine.h"
#include "encounters.h"
#include "map.h"
#include "states.h"
#include "references.h"
#include "cutscene.h"
#include "tiles.h"
using namespace olc;
static PixelGameEngine*GAME;
static std::vector<Object*>OBJECTS;
static vd2d cameraPos;
static std::vector<Encounter*>ENCOUNTER_LIST;
static int frameCount=0;
static float elapsedTime=0;
static const float TARGET_RATE = 1/60.0;
static int MAP_WIDTH=-1;
static int MAP_HEIGHT=-1;
static Map*CURRENT_MAP;
static Map*MAP_ONETT;
static int GAME_STATE = GameState::EDITOR;
static vi2d SELECTED_TILE={0,0};
static vi2d HIGHLIGHTED_TILE={0,0};
static int EDITING_LAYER=layer::DYNAMIC;
static int SELECTED_OBJ_ID = PLAYER;
static int OBJ_DISPLAY_OFFSET = 0;
static bool GAME_FLAGS[128]={};
static std::array<Object*,4> PARTY_MEMBER_OBJ;
static std::array<Entity*,7> PARTY_MEMBER_STATS;
static bool messageBoxVisible=false;
static std::string messageBoxText="";
static std::string messageBoxTargetText="";
static std::string messageBoxFinalText="";
static int messageBoxMarker=0;
static int messageBoxStartMarker=0; //Start of text display.
static int messageBoxStopMarker=0; //End of text display for current printout.
static int messageBoxFrameWaitTime=1;
static bool messageBoxLoad=false; //Set to true when ready to load a message in.
static std::map<int,vi2d> additionalChars;
static Cutscene*TestCutscene;
static Cutscene*CurrentCutscene=nullptr;
static ActionType CurrentAction=ActionType::NONE;
static double CUTSCENE_FADE_VALUE=0;
static std::vector<CutsceneAction*>CUTSCENE_QUEUE;
static std::map<BattleMoveName,Battle::Move*>MOVELIST;
static std::array<vd2d,PARTY_TRAIL_LENGTH> partyTrail={vd2d{0,0}};
static int PARTY_MEMBER_COUNT = 1;
static int ENCOUNTER_SELECTED = 0;
static int ENCOUNTER_OFFSET = 0;
static bool MOUSE_PRESSED_DOWN=false,MOUSE_DOWN=false,MOUSE_RELEASED=false; //TODO Implement Mouse things.static
static std::vector<std::vector<TILE*>> MAP; //The foreground layer.
static std::vector<std::vector<TILE*>> MAP2;
static std::vector<std::vector<TILE*>> MAP3;
static std::vector<std::vector<TILE*>> MAP4;
static std::vector<std::vector<TILE*>> MAP5; //Collision Layer
static std::map<std::string,Decal*> SPRITES;
static std::map<std::string,Animation*> ANIMATIONS;
static std::map<int,Object*> OBJ_INFO;
#endif