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SpriteManager.h File Reference

Interface of the classes that maintain sprites properties. More...

#include "FileManager.h"

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Compounds

class  CAnimation
 Animations class. More...

class  CBackground
 Background sprites class. More...

class  CEntity
 Entity sprites class. More...

class  CMaskMap
 Mask maps class. More...

class  CSprite
 The sprites base class. More...

class  CSpriteSheet
 CSpriteSheet class. More...

class  IDrawableObject
 Interface for drawable objects. More...

class  IScriptableObject
 Interface for scriptable objects. More...


Detailed Description

Interface of the classes that maintain sprites properties.

Date:
April 15, 2003
All sprites are almost the same, but to distinguish sprites that can handle an advanced interaction (entities) from those which do not (backgrounds), we are going to call Background Sprites to those objects that never move, and that have no other purpose in the game other than to look nice and occupy a space in the world (some times a solid space). Background sprites must use Mask maps if they need some sort of collision detection. An example of background sprites would be a flower, or a fence.

Entities, on the other hand, are sprites that can maintain an advanced interaction with other entities. This advanced interaction is ruled by the entity's script file. An enemy or a chest are classic examples of entities. Entities can have either of two methods for collision detection: the use a mask map (as background sprites) or the use any of the collision detection functions inside its associated script.

A mask map is a special type of sprite that it's attached to backgrounds or to some entities. Mask maps are not visible in the game, its functionality is more related to the behavior of other entities approaching to its parent background or entity. A mask map can be set to solidify objects or to make objects harder to penetrate. This is done using different colors, in the mask, to map different grades of body solidification, matching the areas of the background or entity sprite that need to be solidified. Using different shades of red, the closer it gets to the red, the easier it's to pass through. Solid red, howeve, only slows down any entity trying to cross the mask, while green presents no obstacule at all, as if no mask map existed in that zone)

See also:
CSprite, CBackground, CEntity, and CMaskMap

Definition in file SpriteManager.h.


Generated on Wed Apr 16 19:12:25 2003 for QuestDesigner by doxygen1.2.18