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Map2D Class Reference

Map2D - This type holds all the layers for a complete game level. More...

List of all members.

Public Members


Detailed Description

Map2D - This type holds all the layers for a complete game level.

It has member functions for layer maintenance and rendering. Highest priority layers are displayed last (covering those of lower priority where they overlap; hovewer, portions of a layer may be, and usually are, transparent).


Member Function Documentation

Map2D::Map2D(int isoMap=0)

Default Constructor.

If isoMap is non-zero, the map may not contain TileLayers. If isoMap is zero (the default), the map may not contain IsoTileLayers. An attempt is made to add a disallowed layer will fail. Rendering methods are entirely different for the two types of maps.

long Map2D::add(const Layer2D* layer)

Add a layer to the map.

Each layer must have a unique name. layers are ordered by priority. if multiple layers have the same priority, they are arranged in the order added.

long Map2D::remove(const Layer2D* layer)

Remove a layer from the map and delete it.

long Map2D::changePriority(Layer2D* layer, const int priority)

Change the priority of a layer within the map.

Layer2D* Map2D::getLayer(const String& name) const

Retrieve a layer by name.

long Map2D::render(View& view)

Render the map to the specified view.

long Map2D::advance(float Fraction)

Advance each layer of the map by Fraction.

int Map2D::isIsoMap() const

Returns non-zero if this is an isoMap.


The documentation for this class was generated from the following file: