- for (unsigned int i = 0; i < upgrades.size(); i++)
- upgrades[i].action(frame_ratio);
-
- for (unsigned int i = 0; i < bad_guys.size(); i++)
- bad_guys[i].action(frame_ratio);
-
- /* update particle systems */
- std::vector<ParticleSystem*>::iterator p;
- for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
- {
- (*p)->simulate(frame_ratio);
- }
-
- /* Handle all possible collisions. */
- collision_handler();
-}
-
-
-void
-World::collision_handler()
-{
- // CO_BULLET & CO_BADGUY check
- for(unsigned int i = 0; i < bullets.size(); ++i)
- {
- for(unsigned int j = 0; j < bad_guys.size(); ++j)
- {
- if(bad_guys[j].dying != DYING_NOT)
- continue;
- if(rectcollision(&bullets[i].base, &bad_guys[j].base))
- {
- // We have detected a collision and now call the
- // collision functions of the collided objects.
- // collide with bad_guy first, since bullet_collision will
- // delete the bullet
- bad_guys[j].collision(0, CO_BULLET);
- bullets[i].collision(CO_BADGUY);
- break; // bullet is invalid now, so break
- }
- }
- }
-
- /* CO_BADGUY & CO_BADGUY check */
- for(unsigned int i = 0; i < bad_guys.size(); ++i)
- {
- if(bad_guys[i].dying != DYING_NOT)
- continue;
-
- for(unsigned int j = i+1; j < bad_guys.size(); ++j)
- {
- if(j == i || bad_guys[j].dying != DYING_NOT)
- continue;
-
- if(rectcollision(&bad_guys[i].base, &bad_guys[j].base))
- {
- // We have detected a collision and now call the
- // collision functions of the collided objects.
- bad_guys[j].collision(&bad_guys[i], CO_BADGUY);
- bad_guys[i].collision(&bad_guys[j], CO_BADGUY);
- }
- }
- }
-
- if(tux.dying != DYING_NOT) return;
-
- // CO_BADGUY & CO_PLAYER check
- for(unsigned int i = 0; i < bad_guys.size(); ++i)
- {
- if(bad_guys[i].dying != DYING_NOT)
- continue;
-
- if(rectcollision_offset(&bad_guys[i].base,&tux.base,0,0))
- {
- // We have detected a collision and now call the collision
- // functions of the collided objects.
- if (tux.previous_base.y < tux.base.y &&
- tux.previous_base.y + tux.previous_base.height
- < bad_guys[i].base.y + bad_guys[i].base.height/2)
- {
- bad_guys[i].collision(&tux, CO_PLAYER, COLLISION_SQUISH);
- }
- else
- {
- tux.collision(&bad_guys[i], CO_BADGUY);
- bad_guys[i].collision(&tux, CO_PLAYER, COLLISION_NORMAL);
- }
- }
- }
-
- // CO_UPGRADE & CO_PLAYER check
- for(unsigned int i = 0; i < upgrades.size(); ++i)
- {
- if(rectcollision(&upgrades[i].base, &tux.base))
- {
- // We have detected a collision and now call the collision
- // functions of the collided objects.
- upgrades[i].collision(&tux, CO_PLAYER);
- }
- }
-}
-
-void
-World::add_score(float x, float y, int s)
-{
- player_status.score += s;
-
- FloatingScore new_floating_score;
- new_floating_score.init(x,y,s);
- floating_scores.push_back(new_floating_score);
-}
-
-void
-World::add_bouncy_distro(float x, float y)
-{
- BouncyDistro new_bouncy_distro;
- new_bouncy_distro.init(x,y);
- bouncy_distros.push_back(new_bouncy_distro);
-}
-
-void
-World::add_broken_brick(Tile* tile, float x, float y)
-{
- add_broken_brick_piece(tile, x, y, -1, -4);
- add_broken_brick_piece(tile, x, y + 16, -1.5, -3);
-
- add_broken_brick_piece(tile, x + 16, y, 1, -4);
- add_broken_brick_piece(tile, x + 16, y + 16, 1.5, -3);
-}
-
-void
-World::add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym)
-{
- BrokenBrick new_broken_brick;
- new_broken_brick.init(tile, x, y, xm, ym);
- broken_bricks.push_back(new_broken_brick);