#include "FileManager.h"
Include dependency graph for SpriteManager.h:
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Go to the source code of this file.
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... |
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)
Definition in file SpriteManager.h.