#include <qafBGLayer.h>
An instance of this class will hold a handle to the tile library (i.e., the image that stores the layer's tiles) and a data matrix (which contains the layer's tile layout).
The tile library is loaded via Environment::loadBigTexture()
. This means that:
Environment
's caching system, avoiding duplicate tile libraries and gaining a performance boost if you have lots of rooms with the same tile libraries.
Public Attributes | |
const int | tileWidth |
The width of each individual tile, in pixels. | |
const int | tileHeight |
The height of each individual tile, in pixels. | |
const float | parallaxFactorX |
When the parallax factor is equal to 1.0, the layer will appear to be on the same plane as the obstacle layer; a factor greater than 1.0 will make it seem closer to the screen; a factor less than 1.0 will make it seem farther away. | |
const float | parallaxFactorY |
When the parallax factor is equal to 1.0, the layer will appear to be on the same plane as the obstacle layer; a factor greater than 1.0 will make it seem closer to the screen; a factor less than 1.0 will make it seem farther away. | |
int | translateX |
The translation is applied to the entire layer, and is not affected by the parallax factor. | |
int | translateY |
The translation is applied to the entire layer, and is not affected by the parallax factor. | |
Friends | |
class | Environment |
class | Room |
Classes | |
struct | ColorTile |
const int qaf::BGLayer::tileWidth |
The width of each individual tile, in pixels.
const int qaf::BGLayer::tileHeight |
The height of each individual tile, in pixels.
const float qaf::BGLayer::parallaxFactorX |
When the parallax factor is equal to 1.0, the layer will appear to be on the same plane as the obstacle layer; a factor greater than 1.0 will make it seem closer to the screen; a factor less than 1.0 will make it seem farther away.
For instance, a static "sky" layer would need a parallax factor equal to zero.
const float qaf::BGLayer::parallaxFactorY |
When the parallax factor is equal to 1.0, the layer will appear to be on the same plane as the obstacle layer; a factor greater than 1.0 will make it seem closer to the screen; a factor less than 1.0 will make it seem farther away.
For instance, a static "sky" layer would need a parallax factor equal to zero.