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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...
Namespaces | |
weather | |
Collection of different weather types. | |
Classes | |
struct | CatchRegion |
Represents a class of catchable peoplemon. More... | |
struct | CharacterSpawn |
Represents a character to be spawned into a map on load. More... | |
struct | Event |
Represents an event in a Map. A script that is run on a trigger within a given region. More... | |
struct | Item |
Basic struct representing a pickup-able item in Map. More... | |
class | Layer |
Generic map layer class. Can be used for any type of layer. More... | |
class | 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 | Light |
Represents a renderable light in a Map. More... | |
class | 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 | Map |
The primary map class that represents a usable map in the game. More... | |
struct | RenderLevel |
Basic struct containing the graphics elements to render a map level. More... | |
struct | Spawn |
Basic struct representing a spawn in a Map. More... | |
class | Tile |
Data representation of a tile in a Map TileLayer. More... | |
class | Tileset |
Stores the collection of images and animations used by Tiles in a Map. More... | |
struct | 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 | Weather |
Parent weather system for maps. Manages active weather. More... | |
Typedefs | |
using | CollisionLayer = Layer< Collision > |
Specialization of Layer for collisions. More... | |
using | CatchLayer = Layer< std::uint8_t > |
Specialization of Layer for catch tiles. More... | |
using | TileLayer = Layer< Tile > |
Specialization of Layer for tiles. More... | |
using | HeightTransitionLayer = Layer< std::uint8_t > |
Specialization of Layer for height transitions. More... | |
Enumerations | |
enum class | Collision : std::uint8_t { Blocked = 0 , Open = 1 , TopOpen = 2 , RightOpen = 3 , BottomOpen = 4 , LeftOpen = 5 , TopRightOpen = 6 , BottomRightOpen = 7 , BottomLeftOpen = 8 , TopLeftOpen = 9 , TopBottomOpen = 10 , LeftRightOpen = 11 , TopClosed = 12 , RightClosed = 13 , BottomClosed = 14 , LeftClosed = 15 , SurfRequired = 16 , WaterfallRequired = 17 , LedgeHop = 18 } |
The different types of collisions in maps. More... | |
enum class | LevelTransition : std::uint8_t { None = 0 , HorizontalRightUp = 1 , HorizontalRightDown = 2 , VerticalTopUp = 3 , VerticalTopDown = 4 } |
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. More... | |
Collection of classes responsible for loading, editing, rendering, and updating maps.