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- /* License Notice:
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <https://www.gnu.org/licenses/>.
- */
- /**
- * @file scenery.hpp
- * @author TooOld2Rock'nRoll
- * @date 2023/04/12
- * @brief Implements a suggestion for what a Scenery supper class could be for the ArcadeFighter library.
- */
- #ifndef _SCENERY_HPP_
- #define _SCENERY_HPP_
- /*---- Includes ----*/
- #include "resource_manager.hpp"
- #include "game_object.hpp"
- /*---- Class Declaration ----*/
- /**
- * @brief Scenery class for the ArcadeFighter library.
- * @extends GameObject
- *
- * Since things like backgrounds are very simple, this is almost just a pure GameObjects, any passive elements of
- * a Level would look very much like this.<br>
- * It will print all its sprites in order, which, if you are making good use of a image atlas or sprite sheets, would add
- * up to just one or two of this classes, making them self contained and well organized.
- */
- class Scenery : public GameObject
- {
- private:
- protected:
- public:
- Scenery (DomainID_t domain_id, Shader *sh = nullptr, unsigned sprite_count = 1);
- /** @brief Does nothing, most scenarios are static. */
- virtual void update (double delta_t) override { }
- virtual void draw () override;
- };//END Scenery
- #endif //_SCENERY_HPP_
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