📄 map.h
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#ifndef header_map
#define header_map
#if _MSC_VER > 1000
#pragma once
#endif
class Map
{
//!Enums:
public:
//: Different tile types in the game.
enum TileType
{
tile_empty, // Tile is nothing.
tile_egg, // Tile holds an egg.
tile_powerup, // Tile holds a powerup.
tile_trail, // Tile holds a trail left by pacman.
tile_wall // Tile is a wall.
};
//!Construction:
public:
//: Constructor. Loads the resources needed to display the map.
Map(CL_ResourceManager *resources);
//: Destructor.
~Map();
//!Attributes:
public:
//: Get the width of the map.
int get_width() { return width; }
//: Get the height of the map.
int get_height() { return height; }
//: Get the tile type of the tile at position (x,y).
TileType get_tile_type(int x, int y);
//: Returns the amount of eggs left on the map.
int get_eggs_left() { return eggs_left; }
//: Returns the pixel width of a tile.
int get_tile_width() { return tile_images.get_frame_size(0).width; }
//: Returns the pixel height of a tile.
int get_tile_height() { return tile_images.get_frame_size(0).height; }
//!Operations:
public:
//: Generate a level of the specified size.
//: The num_connections specify the amount of connections between the
//: tunnels in the maze.
void generate_level(int width, int height, int num_connections = 20);
//: Eat the egg at position (x,y), if any.
void eat_egg(int x, int y);
//: Leave a trail at position (x,y), if possible.
void leave_trail(int x, int y);
//: Eat the trail at position (x,y), if there's one.
void eat_trail(int x, int y);
//: Draw the map on graphic context, looking from (view_x, view_y).
void draw(int view_x, int view_y, CL_GraphicContext *gc = 0);
//!Implementation:
private:
//: Set the tile to the specified type.
void set_tile_type(int x, int y, TileType type);
//: Find free neighbour tile. Helper function for the map generation.
bool find_neighbour(int x, int y, int *result_x, int *result_y);
//: Sprite containing the tile images.
CL_Sprite tile_images;
//: Width of map.
int width;
//: Height of map.
int height;
//: Sprite frame for each tile.
int *tiles;
//: Number of eggs left on the map.
int eggs_left;
};
#endif
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