#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