javidx9 396a40eb5c PixeGameEngine v1.20
+ Foundations for more system implementations
+ More compiler friendly on Linux
+ Tidied up public repo
2019-10-09 13:17:01 +01:00

26 lines
797 B
C++

#pragma once
#include "cCell.h"
class cCell_Water : public cCell
{
public:
cCell_Water(cCityMap* map, int x, int y);
~cCell_Water();
private:
olc::GFX3D::mesh* meshUnitQuad = nullptr;
olc::GFX3D::mesh* meshWalls = nullptr;
olc::Sprite* sprWater = nullptr;
olc::Sprite* sprSides = nullptr;
olc::Sprite* sprClouds = nullptr;
bool bNeighboursAreWater[4];
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);
};