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olcPixelGameEngine/Videos/CarCrimeCity/Part2/cCell.h

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#pragma once
#include <map>
#include "olcPixelGameEngine.h"
#include "olcPGEX_Graphics3D.h"
#include "cAutomata.h"
class cCityMap;
enum CellType
{
CELL_BLANK,
CELL_GRASS,
CELL_CONCRETE,
CELL_WATER,
CELL_BUILDING,
CELL_ROAD,
CELL_PAVEMENT,
};
class cCell
{
public:
cCell();
cCell(cCityMap* map, int x, int y);
~cCell();
protected:
cCityMap* pMap = nullptr;
public:
int nWorldX = 0;
int nWorldY = 0;
bool bSolid = false;
CellType nCellType = CELL_BLANK;
// This cell may actuall be occupied by a multi-cell body
// so this pointer points to the host cell that contains
// that body
cCell* pHostCell = nullptr;
// Each cell links to 20 automata transport nodes, 5 on each side
cAuto_Node* pNaviNodes[49];
// Each cell can have a number of automata transport tracks, it owns them
// These connect nodes together as determined by the cell
std::list<cAuto_Track> listTracks;
public:
virtual void CalculateAdjacency();
virtual bool LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms);
virtual bool Update(float fElapsedTime);
virtual bool DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe);
virtual bool DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe);
virtual bool DrawDebug(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe);
};