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VVVVVV/desktop_version/src/Ent.h
Misa b1b1474b7b Refactor entities and linecrosskludge to not use the 'active' system
This removes the variables obj.nentity and obj.nlinecrosskludge, as well
as removing the 'active' attribute from the entity class object. Now
every entity you access is guaranteed to be real and you don't have to
check the 'active' variable.

The biggest part of this is changing createentity() to modify a
newly-created entity object and push it back instead of already
modifying an indice in obj.entities.

As well, removing an entity now uses the new obj.removeentity() function
and removeentity_iter() macro.
2020-04-03 23:28:47 -04:00

53 lines
921 B
C++

#ifndef ENT_H
#define ENT_H
#define rn( rx, ry) ((rx) + ((ry) * 100))
class entclass
{
public:
entclass();
void clear();
bool outside();
void setenemy(int t);
void setenemyroom(int rx, int ry);
void settreadmillcolour(int rx, int ry);
public:
//Fundamentals
bool invis;
int type, size, tile, rule;
int state, statedelay;
int behave, animate;
float para;
int life, colour;
//Position and velocity
int oldxp, oldyp;
float ax, ay, vx, vy;
int cx, cy, w, h;
float newxp, newyp;
bool isplatform;
int x1,y1,x2,y2;
//Collision Rules
int onentity;
bool harmful;
int onwall, onxwall, onywall;
//Platforming specific
bool jumping;
bool gravity;
int onground, onroof;
int jumpframe;
//Animation
int framedelay, drawframe, walkingframe, dir, actionframe;
int yp;int xp;
};
#endif /* ENT_H */