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tinyraycaster.h
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#ifndef TINYRAYCASTER_H
#define TINYRAYCASTER_H
#include <vector>
#include <algorithm>
#include <iomanip>
#include <memory>
#include <functional>
#include "SDL.h"
#include "map.h"
#include "player.h"
#include "sprite.h"
#include "monster.h"
#include "monsteranimated.h"
#include "boss.h"
#include "guard.h"
#include "hitler.h"
#include "framebuffer.h"
#include "textures.h"
struct GameState {
GameState(Map map_in, Player player_in, std::vector<std::shared_ptr<Sprite>> sprites_in, Texture tex_walls_in, const char* gameplayMessage_in = "", const char* gameName_in = "Gemuseholle", bool mapModeActive_in = false):
map(map_in), player(player_in), sprites(sprites_in), tex_walls(tex_walls_in), gameplayMessage(gameplayMessage_in), gameName(gameName_in), mapModeActive(mapModeActive_in){};
Map map;
Player player;
std::vector<std::shared_ptr<Sprite>> sprites;
Texture tex_walls;
const char* gameplayMessage;
const char* gameName;
bool mapModeActive;
void update(const double elapsed);
};
void render(FrameBuffer &fb, GameState &gs);
#endif // TINYRAYCASTER_H