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Diffstat (limited to 'source/logic/GameObject.h')
-rw-r--r-- | source/logic/GameObject.h | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/source/logic/GameObject.h b/source/logic/GameObject.h new file mode 100644 index 0000000..bd7fd0b --- /dev/null +++ b/source/logic/GameObject.h @@ -0,0 +1,82 @@ +#ifndef GAMEOBJECT_H +#define GAMEOBJECT_H + +#include "../presentation/BitmapStore.h" +#include "../logic/Maze.h" + +/** +* @brief Parent class for objects that are placed in the maze. +* +* These objects are one maze block big. The image in the bitmap store will be drawn +* on the screen every frame at the Screen class's discression, being rotated to face +* in the 'facing' direction. Coordinates are given in terms of the Maze class's coordinate +* system. For example, increasing the x coordinate of an object by 1 will move it one maze +* block to the right. The number of pixels that this corresponds to is handled by the +* Screen class. +* +* When an object is in a situation that it should be destroyed, it is marked for destruction. +* It is then the responsibility of the Game class to actually destroy it. +* +* @author Justin Wernick +* @author David Schneider +*/ +class GameObject +{ + public: + /** + * @brief Creates a GameObject with the given parameters. + * + * @param [in] x The x coordinate of the new object. + * @param [in] y The y coordinate of the new object. + * @param [in] image The image that is drawn to represent the object. + * @param [in] facing The direction that the object is facing. If the object has no direction, + * such as with Checkpoint or Rock, the default value of Maze::UP should be used. + */ + GameObject(double x, double y, BitmapStore::Image image, Maze::Direction facing=Maze::UP); + + //assignment and copy constructors have been left with the compiler generated versions + + /** + * @brief Provides access to the x coordinate of the object. + * + * @return The x coordinate of the object, in maze blocks, where 0 is the far left column of the maze. + */ + double x() const; + + /** + * @brief Provides access to the y coordinate of the object. + * + * @return The y coordinate of the object, in maze blocks, where 0 is the top row of the maze. + */ + double y() const; + + /** + * @brief Checks if an object has been marked for destruction, for example through a collision. + * + * @return True is the object has been marked for destruction, false otherwise. + */ + bool destroyed() const; + + /** + * @brief Provides access to the image that should be drawn to represent the object. + * + * @return An image, corresponding to an enumerated type that can be converted into a bitmap by the BitmapStore class. + */ + BitmapStore::Image image() const; + + /** + * @brief Provides access to the direction that the object is facing. + * + * @return A direction, corresponding to the rotation that should be done to the drawn image and, in the case of Cars, the direction that they move forward. + */ + Maze::Direction facing() const; + + protected: + double _x; ///< The x coordinate of the object's position. + double _y; ///< The y coordinate of the object's position. + bool _destroyed; ///< True if the object has been marked for destruction. + BitmapStore::Image _image; ///< The bitmap that should be drawn on the screen to represent the object. + Maze::Direction _facing; ///< The direction in which the object is facing, up, down, left, or right. +}; + +#endif // GAMEOBJECT_H |