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Cytopia
0.3
A city building simulation game
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Go to the documentation of this file.
9 #include "../game/GamePlay.hxx"
26 Map(
int columns,
int rows,
const bool generateTerrain);
27 Map(
int columns,
int rows);
Map(int columns, int rows, const bool generateTerrain)
std::vector< MapNode > mapNodes
TerrainGenerator m_terrainGen
int toIndex() const
calculates the index (stride) that can be used to access in Map to access mapNodes vector.
const std::vector< MapNode > & getMapNodes()
Get all mapnodes as a vector.
void renderMap() const
Render the elements contained in the Map.
Class that holds map nodes.
void refresh()
Refresh all the map tile textures.
MapNode & getMapNode(Point isoCoords)
Get pointer to a single mapNode at specific iso coordinates.
static const size_t m_saveGameVersion
std::vector< MapNode * > mapNodesInDrawingOrder
void calculateVisibleMap(void)
For implementing frustum culling, find all map nodes which are visible on the screen....
std::default_random_engine randomEngine
NeighborNodesPosition position
Enum of the position of this node the origin node.
MapNode * pNode
pointer to the mapNode
Map & operator=(const Map &other)=delete
Sprite ** pMapNodesVisible