#ifndef SUPERTUX_PLAYERSTATUS_H
#define SUPERTUX_PLAYERSTATUS_H
-#include <assert.h>
#include <memory>
-#include "lisp/lisp.hpp"
-#include "timer.hpp"
#include "serializable.hpp"
-#include "sprite/sprite.hpp"
-#include "console.hpp"
+
+namespace lisp{ class Writer; }
+namespace lisp{ class Lisp; }
+class Surface;
static const float BORDER_X = 10;
static const float BORDER_Y = 10;
};
class DrawingContext;
-/**
+/**
* This class memorizes player status between different game sessions (for
* example when switching maps in the worldmap)
*/
-class PlayerStatus : public Serializable, public ConsoleCommandReceiver
+class PlayerStatus : public Serializable
{
public:
PlayerStatus();
~PlayerStatus();
- void reset();
+ void reset();
void add_coins(int count, bool play_sound = true);
void write(lisp::Writer& writer);
void draw(DrawingContext& context);
- bool consoleCommand(std::string command, std::vector<std::string> arguments); /**< callback from Console; return false if command was unknown, true otherwise */
-
int coins;
BonusType bonus;
int max_fire_bullets; /**< maximum number of fire bullets in play */
int max_score_multiplier;
void operator= (const PlayerStatus& other);
-
+
private:
// don't use this
PlayerStatus(const PlayerStatus& other);
-
- std::auto_ptr<Sprite> tux_life;
+
+ std::auto_ptr<Surface> coin_surface;
};
// global player state