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On_Screen_Object.h
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135 lines (91 loc) · 3.38 KB
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#ifndef ON_SCREEN_OBJECT_H_INCLUDED
#define ON_SCREEN_OBJECT_H_INCLUDED
#include "Soul.h"
class On_Screen_Object: public Soul
{
private:
bool Alive_Key;
bool Animated_Key, Active_Animation_Key;
int Frame_Sequence, Frame_Start, Frame;
Chain_Link Link;
//Represents a single object on the 2D screen
Square Screen_Object;
float Friction, Degree, Magnitude, X_Vel, Y_Vel;
// The Coordinates of all object in a 2D view
float Target_X, Target_Y;
// Types help scroll through the menu
int Object_Type, Type;
//Allows objects to move
int Gravity_Physics;
int Button;
//Assigning a value to this allow you to decide what game_mode an object should render in
int Game_Stat;
public:
On_Screen_Object(int x, int y, int type);
void Variable_Setter();
void Soul_Input();
void Variable_Update(Uint32 deltaTicks);
void Teleport_Direct_Input() ;
bool Get_Animated_Key();
bool Get_Active_Animation_Key();
bool Get_Alive_Key();
int Get_Object_Type();
int Get_Type();
//Reveals the mode the object should render in.
int Get_Gate_Type();
int Get_Gravity_Physics();
Square Get_Objects();
//Show the Recticle
void Show(int condition);
//
///////
////////////////
//////////////////////////
//////////////////////////////////////
///////////////////////////////////////////////////
//USELESS
///////////////////////////////////////////////////
///////////////////////////////////////
///////////////////////////
////////////////
///////
//
void Game_Start(External_Configuration config){}
void Variable_Setter_Bool_Conditional(int condition, bool condition2){}
void Variable_Setter_Int_Conditional(int condition, int condition2){}
void Variable_Setter_Special_Conditional(int condition, int condition2, bool conditionBool, int conditionInt){}
void Variable_Setter_Ai_Brain_Conditional(int condition, Ai_Brain Copy_Brain) {}
//The physics of an objects and movement
void Soul_Physics(int condition, Uint32 deltaTicks){}
void Soul_Logic(Ai_Brain Copy_Brain, Uint32 deltaTicks){}
void Soul_Health_Condtions(Uint32 deltaTicks){}
//Teleport an object during a level transition.
void Move_Special_Object(){}
void Teleport_Force_Input(float condition, int condition2){}
void Build_Font(SDL_Surface *font){}
void Command_Slave_Calculation(){}
//The location a gate goes too
int Get_Object_Elevation(){return 0;}
int Get_Object_State(){return 0;}
int Get_Slave_Order(){return 0;}
bool Get_Render_Key(){return false;}
Chain_Link Get_Chain_Link(){return Link;}
std::string Get_Text() {return "";}
int Get_Health() {return -1;}
int Get_X(){return 0;}
int Get_Y(){return 0;}
int Get_Z(){return 0;}
int Get_Child_Num(){return 0;}
//Only used for Squares, Circles, and other known shapes. No vectors.
int Get_Center_Base(){return 0;}
Square Get_Objects_Base(){return Screen_Object;}
Square Get_Objects_Children(int condition){return Screen_Object;}
void Show_Base(){}
void Show_Graphic_Fx_Shadowed(){}
void Show_Graphic_Fx_Drop_Shadow(int coord){}
void Show_Graphic_Fx_Transparancy(){}
void Show(){}
void Show_Children(int condition, int condition2){}
void Show_Text( int x, int y, std::string text, SDL_Surface *font ){}
};
#endif // CHARACTER_H_INCLUDED