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Clean-up: Change indentation to tabs

This commit is contained in:
trotFunky 2024-01-28 22:08:35 +00:00
parent 9c9ec45304
commit bb20d4a520
6 changed files with 301 additions and 301 deletions

66
World.h
View file

@ -14,54 +14,54 @@
#include "Player.h"
enum class BlockType {
AIR,
WALL,
DOOR,
WINDOW,
AIR,
WALL,
DOOR,
WINDOW,
};
class World {
public:
Player player;
Player player;
World(int w, int h,
sf::Color groundColor = Colors::Ground,
sf::Color ceilingColor = Colors::Ceiling,
std::vector<BlockType> worldMap = {});
int getW() const;
int getH() const;
World(int w, int h,
sf::Color groundColor = Colors::Ground,
sf::Color ceilingColor = Colors::Ceiling,
std::vector<BlockType> worldMap = {});
int getW() const;
int getH() const;
inline BlockType getBlock(int x, int y) const;
inline BlockType getBlock(float x, float y) const;
void setBlock(BlockType block, int x, int y, int width = 1, int height = 1);
void render(sf::RenderWindow&) const;
void render(sf::RenderWindow&) const;
/**
* Move the world one step forward.
* @param stepTime delta time since last step, in seconds
*/
void step(const float& stepTime);
/**
* Move the world one step forward.
* @param stepTime delta time since last step, in seconds
*/
void step(const float& stepTime);
friend std::ostream& operator<<(std::ostream& ostream, World const & world);
friend std::ostream& operator<<(std::ostream& ostream, World const & world);
private:
int w;
int h;
std::vector<BlockType> map;
int w;
int h;
std::vector<BlockType> map;
sf::Color groundColor;
sf::Color ceilingColor;
sf::Color groundColor;
sf::Color ceilingColor;
void fillColumn(sf::RenderWindow&, unsigned int column, float scale,
sf::Color fillColor = Colors::Wall) const;
/**
* Cast a ray from a given position and return its distance to the origin.
* @param originX Ray X origin, strictly positive
* @param originY Ray Y origin, strictly positive
* @param orientation Angle to cast to, in degrees between 0 and 360
* @return Distance of the hit to the origin.
*/
float castRay(float originX, float originY, float orientation) const;
void fillColumn(sf::RenderWindow&, unsigned int column, float scale,
sf::Color fillColor = Colors::Wall) const;
/**
* Cast a ray from a given position and return its distance to the origin.
* @param originX Ray X origin, strictly positive
* @param originY Ray Y origin, strictly positive
* @param orientation Angle to cast to, in degrees between 0 and 360
* @return Distance of the hit to the origin.
*/
float castRay(float originX, float originY, float orientation) const;
};