#include "tile.h"
#include "resources.h"
#include "sprite_manager.h"
-#include "world.h"
#include "camera.h"
#include "lispwriter.h"
#include "level.h"
+#include "sector.h"
+#include "tilemap.h"
Sprite* img_mriceblock_flat_left;
Sprite* img_mriceblock_flat_right;
return BAD_WALKINGTREE;
else
{
- printf("Couldn't convert badguy: '%s'\n", str.c_str());
- return BAD_SNOWBALL;
+ return BAD_INVALID;
}
}
BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
: removable(false), squishcount(0)
{
- lispreader.read_float("x", &start_position.x);
- lispreader.read_float("y", &start_position.y);
+ lispreader.read_float("x", start_position.x);
+ lispreader.read_float("y", start_position.y);
kind = kind_;
stay_on_platform = false;
- lispreader.read_bool("stay-on-platform", &stay_on_platform);
+ lispreader.read_bool("stay-on-platform", stay_on_platform);
init();
}
--base.y;
}
- if(World::current()->camera) {
- Vector scroll = World::current()->camera->get_translation();
+ if(Sector::current() && Sector::current()->camera) {
+ Vector scroll = Sector::current()->camera->get_translation();
if(start_position.x > scroll.x - X_OFFSCREEN_DISTANCE &&
start_position.x < scroll.x + screen->w + X_OFFSCREEN_DISTANCE &&
start_position.y < scroll.y + screen->h + Y_OFFSCREEN_DISTANCE) {
activate(LEFT);
}
+ } else {
+ if(start_position.x > 0 && start_position.x <= screen->w
+ && start_position.y > 0 && start_position.y <= screen->h)
+ activate(LEFT);
}
}
void
BadGuy::action_mriceblock(double elapsed_time)
{
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
if(mode != HELD)
fall();
tux.kick_timer.start(KICKING_TIME);
set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
- play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_KICK], this);
}
}
check_horizontal_bump();
if(mode == KICK && changed != dir)
{
- float scroll_x = World::current()->camera->get_translation().x;
-
- /* handle stereo sound (number 10 should be tweaked...)*/
- if (base.x < scroll_x + screen->w/2 - 10)
- play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
- else if (base.x > scroll_x + screen->w/2 + 10)
- play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER);
- else
- play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_RICOCHET], get_pos());
}
}
if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
{
if (kind == BAD_MRICEBLOCK && mode == KICK)
- World::current()->trybreakbrick(base.x, (int) base.y + halfheight, false);
+ Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
dir = RIGHT;
physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
{
if (kind == BAD_MRICEBLOCK && mode == KICK)
- World::current()->trybreakbrick(base.x + base.width, (int) base.y + halfheight, false);
+ Sector::current()->trybreakbrick(
+ Vector(base.x + base.width, (int) base.y + halfheight), false);
dir = LEFT;
physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
else
set_sprite(img_jumpy_left_up, img_jumpy_left_up);
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
static const float JUMPV = 6;
dying = DYING_NOT; // now the bomb hurts
timer.start(EXPLODETIME);
- float scroll_x = World::current()->camera->get_translation().x;
-
- /* play explosion sound */ // FIXME: is the stereo all right? maybe we should use player cordinates...
- if (base.x < scroll_x + screen->w/2 - 10)
- play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
- else if (base.x > scroll_x + screen->w/2 + 10)
- play_sound(sounds[SND_EXPLODE], SOUND_RIGHT_SPEAKER);
- else
- play_sound(sounds[SND_EXPLODE], SOUND_CENTER_SPEAKER);
-
+ sound_manager->play_sound(sounds[SND_EXPLODE], this);
} else if(mode == BOMB_EXPLODE) {
remove_me();
return;
void
BadGuy::action_stalactite(double elapsed_time)
{
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
static const int SHAKETIME = 800;
static const int RANGE = 40;
// start shaking when tux is below the stalactite and at least 40 pixels
// near
if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
- && tux.base.y + tux.base.height > base.y) {
+ && tux.base.y + tux.base.height > base.y
+ && tux.dying == DYING_NOT) {
timer.start(SHAKETIME);
mode = STALACTITE_SHAKING;
}
// go in wait mode when back in water
if(dying == DYING_NOT
- && gettile(base.x, base.y+ base.height)->attributes & Tile::WATER
+ && gettile(base.x, base.y + base.height)
+ && gettile(base.x, base.y + base.height)->attributes & Tile::WATER
&& physic.get_velocity_y() <= 0 && mode == NORMAL)
{
mode = FISH_WAIT;
physic.enable_gravity(true);
else
{
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT)
void
BadGuy::action_walkingtree(double elapsed_time)
{
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
Direction v_dir = physic.get_velocity_x() < 0 ? LEFT : RIGHT;
if (dying == DYING_NOT)
fall();
- if (mode == BGM_BIG)
+ if (mode == BGM_BIG && tux.dying == DYING_NOT)
{
if ((tux.base.x + tux.base.width/2 > base.x + base.width/2) && v_dir == LEFT)
{
void
BadGuy::action(float elapsed_time)
{
- float scroll_x = World::current()->camera->get_translation().x;
- float scroll_y = World::current()->camera->get_translation().y;
+ float scroll_x = Sector::current()->camera->get_translation().x;
+ float scroll_y = Sector::current()->camera->get_translation().y;
// BadGuy fall below the ground
- if (base.y > World::current()->get_level()->height * 32) {
+ if (base.y > Sector::current()->solids->get_height() * 32) {
remove_me();
return;
}
if(sprite == 0)
return;
- sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
-#if 0
- Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
- sprite->draw(viewport.world2screen(Vector(base.x, base.y)), SD_VERTICAL_FLIP);
+ sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS, VERTICAL_FLIP);
else
- sprite->draw(viewport.world2screen(Vector(base.x, base.y)));
-#endif
+ sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
- float scroll_x = context.get_translation().x;
- float scroll_y = context.get_translation().y;
if(debug_mode)
- fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
+ context.draw_filled_rect(Vector(base.x, base.y),
+ Vector(base.width, base.height), Color(75,0,75, 150), LAYER_OBJECTS+1);
}
void
{
make_player_jump(player);
- World::current()->add_score(Vector(base.x, base.y),
+ Sector::current()->add_score(Vector(base.x, base.y),
50 * player_status.score_multiplier);
- play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+
+ sound_manager->play_sound(sounds[SND_SQUISH], get_pos());
player_status.score_multiplier++;
dying = DYING_SQUISHED;
explode(false);
make_player_jump(player);
- World::current()->add_score(Vector(base.x, base.y),
+ Sector::current()->add_score(Vector(base.x, base.y),
50 * player_status.score_multiplier);
- play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_SQUISH], get_pos());
player_status.score_multiplier++;
return;
if (mode == NORMAL || mode == KICK)
{
/* Flatten! */
- play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_STOMP], get_pos());
mode = FLAT;
set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
physic.set_velocity_x(0);
timer.start(4000);
} else if (mode == FLAT) {
/* Kick! */
- play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_KICK], this);
if (player->base.x < base.x + (base.width/2)) {
physic.set_velocity_x(5);
make_player_jump(player);
- World::current()->add_score(Vector(base.x, base.y),
+ Sector::current()->add_score(Vector(base.x, base.y),
25 * player_status.score_multiplier);
player_status.score_multiplier++;
make_player_jump(player);
base.y += 66 - base.height;
- World::current()->add_score(Vector(base.x, base.y),
+ Sector::current()->add_score(Vector(base.x, base.y),
25 * player_status.score_multiplier);
player_status.score_multiplier++;
set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
if(mode == HELD) {
mode = NORMAL;
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
tux.holding_something = false;
}
}
/* Gain some points: */
if (score != 0)
- World::current()->add_score(Vector(base.x, base.y),
+ Sector::current()->add_score(Vector(base.x, base.y),
score * player_status.score_multiplier);
/* Play death sound: */
- play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_FALL], this);
}
void
BadGuy::explode(bool right_way)
{
- BadGuy *badguy = World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+ BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
if(right_way)
{
badguy->timer.start(0);
/* Get kicked if were flat */
if (mode == FLAT && !dying)
{
- play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_KICK], this);
// Hit from left side
if (player->base.x < base.x) {