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StarTrekV3_Linux
Version3
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#include <Engine.h>
Public Member Functions | |
| void | Move (double a_dLagCount) |
| Move all sprite objects according to speed and lagtime. More... | |
| void | Do_ai () |
| Call AI routines of the sprites. More... | |
| void | Add (TSprite *const a_pSprite) |
| Add a sprite to the Engine. The engine OWNS the sprite from this moment and handles destruction. More... | |
| void | Draw_sensor (int a_nX, int a_nY, TShip *const a_pPlayer) |
| Draws a small sensor screen. More... | |
| void | DrawHud (TShip *const a_pPlayer) |
| Draws a HUD Targetline pointing to a locked ship. More... | |
| void | SetOrigin (double a_dX, double a_dY) |
| Sets the camera center. More... | |
| void | Folow (TSprite *const a_pSprite) |
| Move camera to this sprite. More... | |
| void | Draw () |
| Draw all spritese. More... | |
| void | Kill () |
| Free all destroyed sprites. More... | |
| void | Sort () |
| Z sort the sprites. More... | |
| void | Clear (bool a_blKeepPlayer) |
| Clear the engine, remove all sprites. More... | |
| double | GetDx () |
| Get Camera X position. More... | |
| double | GetDy () |
| Get Camera Y position. More... | |
| TSprite * | Seek (int a_nID, double a_dViewDistance, double a_dX, double a_dY) |
| Seek for a certain sprite, returns the closest sprite with given parameters. More... | |
| TSprite * | Seek (int a_nMember, bool a_blEnemy, double a_dViewDistance, double a_dX, double a_dY) |
| Seek for a certain sprite, returns the closest sprite with given parameters. More... | |
| TSprite * | Seekstarbase (int a_nMember, bool a_blEnemy, double a_dViewDistance, double a_dX, double a_dY) |
| Seek for a certain starbase with given parameters. More... | |
| bool | Detect_collision (TSprite *a_pSprite1, TSprite *a_pSprite2) |
| Collision detection function Circulair collision, distance based. More... | |
| TEngine (int a_nWidth, int a_nHeight) | |
| Engine constructor. More... | |
| ~TEngine () | |
| Virtual Destructor. More... | |
| bool | Save (ofstream &a_SaveStream) |
| Saves the Engine contents to an output stream. More... | |
| bool | Load (ifstream &a_LoadStream) |
| Loads contents from an input stream into the Engine. More... | |
Public Attributes | |
| bool | m_blSensorStatic |
| int | m_nScreenWidth |
| int | m_nScreenHeight |
| int | m_nScreenMidX |
| int | m_nScreenMidY |
| ALLEGRO_COLOR | m_clBLACK |
| ALLEGRO_COLOR | m_clWHITE |
| ALLEGRO_COLOR | m_clGREEN |
| ALLEGRO_COLOR | m_clYELLOW |
| ALLEGRO_COLOR | m_clBROWN |
| ALLEGRO_COLOR | m_clBLUE |
| ALLEGRO_COLOR | m_clRED |
| ALLEGRO_COLOR | m_clMAGENTA |
| ALLEGRO_COLOR | m_clAQUA |
| ALLEGRO_COLOR | m_clATHM |
| bool | m_blKeys [KEY_MAX] |
Friends | |
| class | TShip |
| class | Sector |
This is the container class for all sprites. It handles AI calling, Moving, Collision detection and drawing. The engine position is a camera position, everything is drawn with these values as an offset. Sprites beyond the screen boundaries will not be drawn, but will have their AI code called, moved etc.
| TEngine::TEngine | ( | int | a_nWidth, |
| int | a_nHeight | ||
| ) |
Engine constructor.
| int | a_nWidth Screen width |
| int | a_nHeight Screenheight |
| TEngine::~TEngine | ( | ) |
Virtual Destructor.
| void TEngine::Add | ( | TSprite *const | a_pSprite | ) |
Add a sprite to the Engine. The engine OWNS the sprite from this moment and handles destruction.
| TSprite | * const a_pSprite Pointer to a sprite |
| void TEngine::Clear | ( | bool | a_blKeepPlayer | ) |
Clear the engine, remove all sprites.
| bool | a_blKeepPlayer Keep the player (Enterprise) |
| void TEngine::Do_ai | ( | ) |
Call AI routines of the sprites.
| void TEngine::Draw | ( | ) |
Draw all spritese.
| void TEngine::Draw_sensor | ( | int | a_nX, |
| int | a_nY, | ||
| TShip *const | a_pPlayer | ||
| ) |
Draws a small sensor screen.
| int | a_nX screen X position |
| int | a_nY screen Y position |
| TShip | * const a_pPlayer Pointer to the player |
| void TEngine::DrawHud | ( | TShip *const | a_pPlayer | ) |
Draws a HUD Targetline pointing to a locked ship.
| TShip | * const a_pPlayer Pointer to the player |
| void TEngine::Folow | ( | TSprite *const | a_pSprite | ) |
Move camera to this sprite.
| TSprite | * const a_pSprite A sprite |
| double TEngine::GetDx | ( | ) |
Get Camera X position.
| double TEngine::GetDy | ( | ) |
Get Camera Y position.
| void TEngine::Kill | ( | ) |
Free all destroyed sprites.
| bool TEngine::Load | ( | ifstream & | a_LoadStream | ) |
Loads contents from an input stream into the Engine.
| ifstream | & a_LoadStream The stream to deserialize from |
| void TEngine::Move | ( | double | a_dLagCount | ) |
Move all sprite objects according to speed and lagtime.
| double | a_dLagCount Time since last cycle |
| bool TEngine::Save | ( | ofstream & | a_SaveStream | ) |
Saves the Engine contents to an output stream.
| ofstream | & a_SaveStream The stream to serialize to |
| TSprite * TEngine::Seek | ( | int | a_nID, |
| double | a_dViewDistance, | ||
| double | a_dX, | ||
| double | a_dY | ||
| ) |
Seek for a certain sprite, returns the closest sprite with given parameters.
| int | a_nID the ID of a sprite ( sprite Type) see types.h |
| double | a_dViewDistance distance to X,Y to search |
| double | a_dX X position of search center |
| double | a_dY Y position of search center |
| TSprite * TEngine::Seek | ( | int | a_nMember, |
| bool | a_blEnemy, | ||
| double | a_dViewDistance, | ||
| double | a_dX, | ||
| double | a_dY | ||
| ) |
Seek for a certain sprite, returns the closest sprite with given parameters.
| int | a_nID the ID of a sprite ( sprite Type) see types.h |
| bool | a_blEnemy Look for friend or enemy |
| double | a_dViewDistance distance to X,Y to search |
| double | a_dX X position of search center |
| double | a_dY Y position of search center |
| TSprite * TEngine::Seekstarbase | ( | int | a_nMember, |
| bool | a_blEnemy, | ||
| double | a_dViewDistance, | ||
| double | a_dX, | ||
| double | a_dY | ||
| ) |
Seek for a certain starbase with given parameters.
| int | a_nMember the group the starbase should belong to types.h |
| bool | a_blEnemy Look for friend or enemy, if enemy the function looks for a starbase belonging to an enemy of the given group |
| double | a_dViewDistance distance to X,Y to search |
| double | a_dX X position of search center |
| double | a_dY Y position of search center |
| void TEngine::SetOrigin | ( | double | a_dX, |
| double | a_dY | ||
| ) |
Sets the camera center.
| int | a_dX camera X position |
| int | a_dY camera Y position |
| void TEngine::Sort | ( | ) |
Z sort the sprites.
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friend |
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friend |
| bool TEngine::m_blKeys[KEY_MAX] |
| bool TEngine::m_blSensorStatic |
| ALLEGRO_COLOR TEngine::m_clAQUA |
| ALLEGRO_COLOR TEngine::m_clATHM |
| ALLEGRO_COLOR TEngine::m_clBLACK |
| ALLEGRO_COLOR TEngine::m_clBLUE |
| ALLEGRO_COLOR TEngine::m_clBROWN |
| ALLEGRO_COLOR TEngine::m_clGREEN |
| ALLEGRO_COLOR TEngine::m_clMAGENTA |
| ALLEGRO_COLOR TEngine::m_clRED |
| ALLEGRO_COLOR TEngine::m_clWHITE |
| ALLEGRO_COLOR TEngine::m_clYELLOW |
| int TEngine::m_nScreenHeight |
| int TEngine::m_nScreenMidX |
| int TEngine::m_nScreenMidY |
| int TEngine::m_nScreenWidth |