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game666.h
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game666.h
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#ifndef __GAME666_H__
#define __GAME666_H__
#include <iostream>
#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
#include <string>
#include <math.h>
#include <list>
#ifndef CACHE_IMAGES
#define CACHE_IMAGES 8
#endif
#ifndef CACHE_IMAGES_EDGES
#define CACHE_IMAGES_EDGES CACHE_IMAGES/2
#endif
#ifndef CACHE_IMAGES_CORENRS
#define CACHE_IMAGES_CORNERS CACHE_IMAGES_EDGES/2
#endif
#ifndef FRAMERATE
#define FRAMERATE 30
#endif
#ifndef CHUNK_SIZE
#define CHUNK_SIZE 32
#endif
#ifndef CHUNK_WIDTH
#define CHUNK_WIDTH CHUNK_SIZE
#endif
#ifndef CHUNK_HEIGHT
#define CHUNK_HEIGHT CHUNK_SIZE
#endif
#ifndef TILE_SIZE
#define TILE_SIZE 24
#endif
#ifndef TILE_WIDTH
#define TILE_WIDTH TILE_SIZE
#endif
#ifndef TILE_HEIGHT
#define TILE_HEIGHT TILE_SIZE
#endif
int randint(int min, int max);
void limit_fps(float framerate);
SDL_Surface* load_image(std::string path);
class two_coords;
typedef two_coords point;
typedef two_coords size;
typedef two_coords vector;
typedef unsigned int tiletype;
typedef short tile_variable;
SDL_Color make_color(Uint8 r, Uint8 g, Uint8 b);
SDL_Color multiply_color(SDL_Color in_color, float multiplier);
class render_engine;
class compound_render_engine;
class tile_type;
struct tile;
class tile_factory;
class chunk;
class game_data;
class game_world;
class game666;
int main(int argc, char** argv);
#endif