Aliens create, wavetrace work, towers build, aliens move - thats all by now. I think it is time to write Graphic and Network modules.
59 lines
1.0 KiB
C
59 lines
1.0 KiB
C
#ifndef BASE_TYPES_H
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#define BASE_TYPES_H
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#include <QPointF>
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#include <QVector>
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struct Alien
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{
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int Id;
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int type;
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QPointF pos;
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float angle; // -180 .. 180
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float speed; // cells per tick (speed=1 is 60cells by 1 sec for 60fps e.g.)
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float health;
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QPoint finish;
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QVector <QPointF> path;
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int pathIndex;
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unsigned int gold;
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};
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struct Tower
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{
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int Id;
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int type;
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int AlienId; // aim alien
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int PlayerId; // tower's owner
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QPoint pos; // not QPointF because tower fixed on grid
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float angle; // -180 .. 180
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float range;
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float reload; // time for reload in ticks
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};
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struct Splash
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{
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int Id;
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int type;
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int TowerId; // parent tower
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int AlienId; // aim alien (different from tower.AlienId)
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int lifetime; // in ticks
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float radius;
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float angle; // -180 .. 180
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QPointF pos;
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};
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struct Wave
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{
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int Id;
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QVector <int> types; // some types of aliens (e.g. 2 fly and 3 grount in one wave)
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QVector <int> counts; // count aliens of each type
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int wait_time; // time in ticks
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unsigned int gold;
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};
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#endif // BASE_TYPES_H
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