Blastgu Data Structures

Here are the data structures with brief descriptions:
t_anim_spriteA sprite with animations, it got a pointer to a simple sprite, and informations needeed to anmate it. the sprite'simage is the charset, and width and height are divded by the number of animations. Remember that t_anim_sprite must be manipulated with anim_sprite functions
t_animation
t_map
t_spriteA sprite is an image, to be displayed on the screen, at a given coord. It also got a bounding box for collisions stuff..
t_tileA part of the map
t_timerStruct t_timer The purpose of a timer struct is to get the elspsed time from an event. SDL_GetTicks give the elapsed time from the begin of the application, in the case we want to use it to see if the time in a battle is over, we need to get the time elapsed not from the begin of the application, but from the begin of the battle. So we just create a timer at the begining of the event we want to mesure and then timer_get_ticks will give us the right time with the formulea ticks = SDL_GetTicks () - timer->start_ticks;
t_unitA unit is a game specific entity, it's attribut vary from one game to an other, but it's use an anim_sprite and got velocity

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