Peoplemon  0.1.0
Peoplemon 3 game source documentation
Namespaces | Classes | Typedefs | Enumerations
core::map Namespace Reference

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...
 

Detailed Description

Collection of classes responsible for loading, editing, rendering, and updating maps.