1 #ifndef CORE_MAPS_RENDERLEVEL_HPP
2 #define CORE_MAPS_RENDERLEVEL_HPP
4 #include <BLIB/Graphics.hpp>
37 void create(bl::engine::Engine& engine, bl::rc::res::TextureRef tileset,
38 unsigned int layerCount,
const sf::Vector2u& mapSize, bl::rc::Scene* scene);
60 void swapLayers(
unsigned int l1,
unsigned int l2);
63 bl::engine::Engine* enginePtr;
64 bl::rc::res::TextureRef tileset;
67 std::list<Zone> storage;
Core classes and functionality for both the editor and game.
Basic struct containing the graphics elements to render a map level.
void swapLayers(unsigned int l1, unsigned int l2)
Swaps two render layers.
void removeLayer(unsigned int position)
Removes the layer at the given position.
std::vector< Zone * > zones
The graphics primitives for all the layers in the level.
void insertLayer(unsigned int position)
Inserts a layer at the given position.
void create(bl::engine::Engine &engine, bl::rc::res::TextureRef tileset, unsigned int layerCount, const sf::Vector2u &mapSize, bl::rc::Scene *scene)
Creates the graphics primitives and adds them to the given scene.
Batched graphics primitives for a set of layers.
bl::gfx::BatchedSprites tileSprites
bl::gfx::BatchedSlideshows tileAnims