bbf3731cf4
* Add margins all around the board for better aestetics. * Add room for scoring * Because the texture atlas is a 32x32 grid, we can manipulate textures as positions on that grid and only create a rectangle for that texture in the rendering code. * Avoid hardcoded values in the rendering code.
23 lines
416 B
C++
23 lines
416 B
C++
#pragma once
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#include "Position.hpp"
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#include "Board.hpp"
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#include <SDL2/SDL_rect.h>
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class SuperPellets {
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public:
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explicit SuperPellets(const Board & board);
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[[nodiscard]] SDL_Point currentSprite() const {
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return sprite;
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}
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[[nodiscard]] std::vector<SDL_Point> currentPositions() const {
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return positions;
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}
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private:
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const SDL_Point sprite = { 0, 9 };
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std::vector<SDL_Point> positions;
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};
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