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@@ -1,31 +1,32 @@
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#ifndef INCLUDE_CAMERA_H
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#define INCLUDE_CAMERA_H
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-namespace WalrusRPG {
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+namespace WalrusRPG
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+{
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class Camera
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{
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- protected:
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-
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- // Do you want to use classes for coordinates and allow them to have vector-based mathematics? With operator overriding that could be doable to have
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- // Vector2 a(3, 2); Vector2 b(1, 2); Vector3 c = a+b;
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- // Vector2 destination;
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- // Vector2 velocity;
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- // Vector2 acceleration;
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+ protected:
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+ // Do you want to use classes for coordinates and allow them to have vector-based mathematics? With operator overriding that could be doable to have
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+ // Vector2 a(3, 2); Vector2 b(1, 2); Vector3 c = a+b;
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+ // Vector2 destination;
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+ // Vector2 velocity;
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+ // Vector2 acceleration;
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- public:
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- // TODO!: TEMPOARY PUBLIC VARIABLES. Need to make getter/setters.
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- // So, how will track camera's position? Top left or center?
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- unsigned x; // You'll probably want to switch over signed coordonates.
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- unsigned y;
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- unsigned render_area_width; // What if you only want to display the map on a part of the screen?
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- unsigned render_area_height;
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+ public:
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+ // TODO!: TEMPOARY PUBLIC VARIABLES. Need to make getter/setters.
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+ // So, how will track camera's position? Top left or center?
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+ unsigned x; // You'll probably want to switch over signed coordonates.
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+ unsigned y;
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+ unsigned render_area_width; // What if you only want to display the map on a part of the screen?
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+ unsigned render_area_height;
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- Camera();
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- ~Camera();
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- // This doesn't need any render as it's the utility which helps rendering. Unless you want to show debnug things.
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- // void render(float dt) const;
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- void update(float dt);
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+ Camera();
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+ ~Camera();
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+ // This doesn't need any render as it's the utility which helps rendering. Unless you want to show debnug things.
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+ // void render(float dt) const;
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+ void update(float dt);
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};
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}
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#endif
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+
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