4 // Copyright (C) 2004 SuperTux Development Team, see AUTHORS for details
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 #ifndef SUPERTUX_WORLD_H
21 #define SUPERTUX_WORLD_H
29 #include "particlesystem.h"
34 /** The World class holds a level and all the game objects (badguys,
35 bouncy distros, etc) that are needed to run a game. */
43 std::vector<BouncyDistro> bouncy_distros;
44 std::vector<BrokenBrick> broken_bricks;
45 std::vector<BouncyBrick> bouncy_bricks;
46 std::vector<FloatingScore> floating_scores;
48 std::vector<BadGuy> bad_guys;
49 std::vector<Upgrade> upgrades;
50 std::vector<Bullet> bullets;
51 std::vector<ParticleSystem*> particle_systems;
54 bool counting_distros;
56 static World* current_;
58 static World* current() { return current_; }
59 static void set_current(World* w) { current_ = w; }
64 Level* get_level() { return level; }
65 Player* get_tux() { return &tux; }
70 void action(double frame_ratio);
72 /** Checks for all possible collisions. And calls the
73 collision_handlers, which the collision_objects provide for this
75 void collision_handler();
79 /** Load data for this level:
80 Returns -1, if the loading of the level failed. */
81 int load(const std::string& subset, int level);
83 /** Load data for this level:
84 Returns -1, if the loading of the level failed. */
85 int load(const std::string& filename);
87 void activate_particle_systems();
88 void activate_bad_guys();
90 void add_score(float x, float y, int s);
91 void add_bouncy_distro(float x, float y);
92 void add_broken_brick(Tile* tile, float x, float y);
93 void add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym);
94 void add_bouncy_brick(float x, float y);
95 void add_bad_guy(float x, float y, BadGuyKind kind);
96 void add_upgrade(float x, float y, int dir, int kind);
97 void add_bullet(float x, float y, float xm, int dir);
99 /** Try to grab the coin at the given coordinates */
100 void trygrabdistro(float x, float y, int bounciness);
102 /** Try to break the brick at the given coordinates */
103 void trybreakbrick(float x, float y, bool small);
105 /** Try to get the content out of a bonus box, thus emptying it */
106 void tryemptybox(float x, float y, int col_side);
108 /** Try to bumb a badguy that might we walking above Tux, thus shaking
109 the tile which the badguy is walking on an killing him this way */
110 void trybumpbadguy(float x, float y);
113 /** FIMXE: Workaround for the leveleditor mainly */
114 extern World global_world;
116 #endif /*SUPERTUX_WORLD_H*/
118 /* Local Variables: */