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Tile Struct Reference

#include <defs.h>

Public Member Functions

bool operator== (const Tile &rhs) const
 
bool operator!= (const Tile &rhs) const
 

Public Attributes

int char_count
 
int tile_id
 
int color
 
bool can_be_moved_through
 
bool visible
 
bool opaque
 
bool seen
 

Detailed Description

Struct to keep track of the information stored in the terrain tiles. This keeps track of the tiles that make up the entire game's graphical system.

Member Function Documentation

bool Tile::operator== ( const Tile rhs) const
inline

The comparison operator for tiles.

Member Data Documentation

bool Tile::can_be_moved_through

Whether or not a character can move through the tile.

int Tile::char_count

The number of the tile corresponding to a character mapping. The character of the tile is generated by ascii_lib which is included in the lib/ folder.

int Tile::color

The color of the tile. An integer which corresponds to the color of the tile. It is a 24 bit binary number where each 8 bits represents, R, G, or B which has been converted into decimal.

bool Tile::opaque

True if light can pass through the tile. This value is used by the lighting system to determine whether or not a particular tile should have light pass through it.

bool Tile::seen

True if the main character has, at some point, seen the tile. If this is true, then the tile will be grayed out when it is not visible. Otherwise, a solid black rectangle will be rendered instead of the tile.

int Tile::tile_id

A sequential id assigned to tiles for accessing them.

bool Tile::visible

If the tile is currently visible. Tiles will be marked as visible if they can currently be seen by the main character. Otherwise, this will be false.


The documentation for this struct was generated from the following file: