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#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