#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.
1.5.1-p1