represents a bsp node More...
#include <MapGenerator.hpp>
Public Member Functions | |
BSPMapGenerator () | |
the end room, at the other child of the root More... | |
~BSPMapGenerator () | |
empty desstructor, for reuse purpose More... | |
void | generateMap (int *m_Tiles) |
trigger all map generation functions More... | |
Position | getStartPos () |
returns the start room data, for player spawning at correct place More... | |
Public Attributes | |
bool | rootSplitted |
storing the root node More... | |
bool | rootSplitH |
is the root splitted? More... | |
int | rootSplitPos |
how is the root splitted, horizontally or vertically More... | |
Room * | startRoom |
where does the root splitted More... | |
Room * | endRoom |
the start room, at one of the root's children More... | |
represents a bsp node
BSPMapGenerator::BSPMapGenerator | ( | ) |
the end room, at the other child of the root
empty constructor, for reuse purpose
BSPMapGenerator::~BSPMapGenerator | ( | ) |
empty desstructor, for reuse purpose
void BSPMapGenerator::generateMap | ( | int * | m_Tiles | ) |
trigger all map generation functions
m_Tiles | the given empty map data structure |
Position BSPMapGenerator::getStartPos | ( | ) |
returns the start room data, for player spawning at correct place
Room* BSPMapGenerator::endRoom |
the start room, at one of the root's children
bool BSPMapGenerator::rootSplitH |
is the root splitted?
int BSPMapGenerator::rootSplitPos |
how is the root splitted, horizontally or vertically
bool BSPMapGenerator::rootSplitted |
storing the root node
Room* BSPMapGenerator::startRoom |
where does the root splitted