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BridgeColors.h
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/*******************************************************************************
*
* Copyright 2012 Zack Grossbart
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
******************************************************************************/
/**
* These are used as tags for identifying sprites
* after collision detection.
*/
static int const PLAYER = 0;
static int const RIVER = 1;
static int const RIVEROVERLAY = 2;
static int const RIVERJOINT = 3;
static int const BRIDGE = 4;
static int const BRIDGE3 = 5;
static int const BRIDGE4 = 6;
static int const HOUSE = 7;
static int const SUBWAY = 8;
static int const TELEPORT = 9;
static int const LEVEL = 10;
/**
* This enum defines the different colors for houses,
* bridges, and the player in the game.
*/
typedef enum {
cNone = -1,
cRed = 0,
cBlue = 1,
cGreen = 2,
cOrange = 3,
cBlack = 4} BridgeColor;
/**
* This enum defines the different directions bridges
* can point and the player can travel in the game.
*/
typedef enum {
dNone = -1,
dLeft = 1,
dRight = 2,
dUp = 3,
dDown = 4} BridgeDir;
/**
* The tile count represents the number of playable
* tiles in a give board. All level object positions
* are specified in tiles.
*
* The playable level is 42 tiles wide and 28 tiles tall.
*/
static int const TILE_COUNT = 28;
/**
* This variable controls debug drawing. Change it to true
* to see the tile grid and the boxes for each sprite.
*/
static bool const DEBUG_DRAW = false;
/**
* Each river is drawn with a set of one tile sprites that we
* repeat to fill up the length of the river. It makes the
* rivers look a little repetative so we add some longer sections
* at random intervals to give them some variety and make the
* rivers look a little more natural.
*
* Change this constant to false to turn off the random river
* overlays. This is sometimes useful for debugging.
*
* This variable is used in Level.mm.
*/
static bool const DRAW_RIVER_OVERLAY = false;
/**
* The size of the screen shot icon on iPhone
*/
static int const IPHONE_LEVEL_IMAGE_W = 96;
static int const IPHONE_LEVEL_IMAGE_H = 64;
/**
* The size of the screen shot icon on iPad
*/
static int const IPAD_LEVEL_IMAGE_W = 150;
static int const IPAD_LEVEL_IMAGE_H = 100;