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Peoplemon
0.1.0
Peoplemon 3 game source documentation
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Collection of classes responsible for loading, editing, rendering, and updating maps. More...
Modules | |
Weather | |
Collection of weather type implementations. | |
Classes | |
struct | core::map::CatchRegion |
Represents a class of catchable peoplemon. More... | |
struct | core::map::CharacterSpawn |
Represents a character to be spawned into a map on load. More... | |
struct | core::map::Event |
Represents an event in a Map. A script that is run on a trigger within a given region. More... | |
struct | core::map::Item |
Basic struct representing a pickup-able item in Map. More... | |
class | core::map::Layer< T > |
Generic map layer class. Can be used for any type of layer. More... | |
class | core::map::LayerSet |
Encapsulates a set of layers for a given map height. Maps have one LayerSet per height level, as well as a TransitionLayer. More... | |
struct | core::map::Light |
Represents a renderable light in a Map. More... | |
class | core::map::LightingSystem |
System for handling lighting in Maps. Manages all the lights and performs rendering. Also handles the loading and saving of lights to map files. More... | |
class | core::map::Map |
The primary map class that represents a usable map in the game. More... | |
struct | core::map::RenderLevel |
Basic struct containing the graphics elements to render a map level. More... | |
struct | core::map::Spawn |
Basic struct representing a spawn in a Map. More... | |
class | core::map::Tile |
Data representation of a tile in a Map TileLayer. More... | |
class | core::map::Tileset |
Stores the collection of images and animations used by Tiles in a Map. More... | |
struct | core::map::Town |
Represents a town, route, or region within a map. Maps may have many towns. Individual tiles are associated to a town. If a tile is not associated with a town then a default town is used with the name, music, and weather of the map itself. More... | |
class | core::map::Weather |
Parent weather system for maps. Manages active weather. More... | |
Typedefs | |
using | core::map::CollisionLayer = Layer< Collision > |
Specialization of Layer for collisions. More... | |
using | core::map::CatchLayer = Layer< std::uint8_t > |
Specialization of Layer for catch tiles. More... | |
using | core::map::TileLayer = Layer< Tile > |
Specialization of Layer for tiles. More... | |
using | core::map::HeightTransitionLayer = Layer< std::uint8_t > |
Specialization of Layer for height transitions. More... | |
Collection of classes responsible for loading, editing, rendering, and updating maps.
using core::map::CatchLayer = typedef Layer<std::uint8_t> |
Specialization of Layer for catch tiles.
Definition at line 26 of file LayerSet.hpp.
using core::map::CollisionLayer = typedef Layer<Collision> |
Specialization of Layer for collisions.
Definition at line 18 of file LayerSet.hpp.
using core::map::HeightTransitionLayer = typedef Layer<std::uint8_t> |
Specialization of Layer for height transitions.
Definition at line 42 of file LayerSet.hpp.
using core::map::TileLayer = typedef Layer<Tile> |
Specialization of Layer for tiles.
Definition at line 34 of file LayerSet.hpp.
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strong |
The different types of collisions in maps.
Definition at line 16 of file Collision.hpp.
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strong |
Represents a level transition in a map. Level transitions are applied when an entity moves either onto or out of a tile containing a transition. When the transition is for going up the change occurs when the tile is left. When it is going down it is applied when the tile is entered.
Definition at line 19 of file LevelTransition.hpp.