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java.lang.Object | +--com.robrohan.ruin.doom.Sector
A SECTOR is a horizontal (east-west and north-south) area of the map where a floor height and ceiling height is defined. It can have any shape. Any change in floor or ceiling height or texture requires a new sector (and therefore separating linedefs and sidedefs). If you didn't already know, this is where you find out that DOOM is in many respects still a two-dimensional world, because there can only be ONE floor height in each sector. No buildings with two floors, one above the other, although fairly convincing illusions are possible.
Constructor Summary | |
Sector(int id,
int floorHeight,
int ceilingHeight,
java.lang.String floorName,
java.lang.String ceilingName,
float brightness)
creates a new sector |
Method Summary | |
float |
getBrightness()
gets the brightness of this Sector |
int |
getCeilingHeight()
gets the celingheigh of this Sector |
java.lang.String |
getCeilingName()
get the Ceiling texture name for this Sector |
int |
getFloorHeight()
gets the floor height of this sector |
java.lang.String |
getFloorName()
get the floor texture name for this Sector |
int |
getId()
get the Id for this sector |
Methods inherited from class java.lang.Object |
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
Constructor Detail |
public Sector(int id, int floorHeight, int ceilingHeight, java.lang.String floorName, java.lang.String ceilingName, float brightness)
Method Detail |
public int getId()
public java.lang.String getFloorName()
public java.lang.String getCeilingName()
public int getFloorHeight()
public int getCeilingHeight()
public float getBrightness()
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