// 02111-1307, USA.
#include <algorithm>
#include <iostream>
+#include <math.h>
#include "world.h"
#include "tile.h"
#include "gameloop.h"
#include "sprite_manager.h"
#include "resources.h"
#include "level.h"
-#include "display_manager.h"
-BouncyDistro::BouncyDistro(DisplayManager& displaymanager, const Vector& pos)
+BouncyDistro::BouncyDistro(const Vector& pos)
: position(pos)
{
ym = -2;
- displaymanager.add_drawable(this, LAYER_OBJECTS);
}
void
}
void
-BouncyDistro::draw(Camera& viewport, int )
+BouncyDistro::draw(DrawingContext& context)
{
- img_distro[0]->draw(viewport.world2screen(position));
+ context.draw_surface(img_distro[0], position, LAYER_OBJECTS);
}
-BrokenBrick::BrokenBrick(DisplayManager& displaymanager, Tile* ntile,
- const Vector& pos, const Vector& nmovement)
+BrokenBrick::BrokenBrick(Tile* ntile,const Vector& pos, const Vector& nmovement)
: tile(ntile), position(pos), movement(nmovement)
{
- displaymanager.add_drawable(this, LAYER_OBJECTS);
timer.start(200);
}
}
void
-BrokenBrick::draw(Camera& viewport, int )
+BrokenBrick::draw(DrawingContext& context)
{
- SDL_Rect src, dest;
- src.x = rand() % 16;
- src.y = rand() % 16;
- src.w = 16;
- src.h = 16;
-
- dest.x = (int)(position.x - viewport.get_translation().x);
- dest.y = (int)(position.y - viewport.get_translation().y);
- dest.w = 16;
- dest.h = 16;
-
if (tile->images.size() > 0)
- tile->images[0]->draw_part(src.x,src.y,dest.x,dest.y,dest.w,dest.h);
+ context.draw_surface_part(tile->images[0],
+ Vector(rand() % 16, rand() % 16),
+ Vector(16, 16),
+ position, LAYER_OBJECTS + 1);
}
-BouncyBrick::BouncyBrick(DisplayManager& displaymanager, const Vector& pos)
+BouncyBrick::BouncyBrick(const Vector& pos)
: position(pos), offset(0), offset_m(-BOUNCY_BRICK_SPEED)
{
- displaymanager.add_drawable(this, LAYER_OBJECTS);
shape = World::current()->get_level()->gettileid(pos.x, pos.y);
}
}
void
-BouncyBrick::draw(Camera& viewport, int)
+BouncyBrick::draw(DrawingContext& context)
{
- Tile::draw(viewport.world2screen(position + Vector(0, offset)), shape);
+ TileManager::instance()->
+ draw_tile(context, shape, position + Vector(0, offset), LAYER_TILES+1);
}
-FloatingScore::FloatingScore(DisplayManager& displaymanager,
- const Vector& pos, int score)
+FloatingScore::FloatingScore(const Vector& pos, int score)
: position(pos)
{
- displaymanager.add_drawable(this, LAYER_OBJECTS);
timer.start(1000);
snprintf(str, 10, "%d", score);
position.x -= strlen(str) * 8;
}
void
-FloatingScore::draw(Camera& viewport, int )
+FloatingScore::draw(DrawingContext& context)
{
- gold_text->draw(str, viewport.world2screen(position));
+ context.draw_text(gold_text, str, position, LAYER_OBJECTS);
}
/* Trampoline */
#define TRAMPOLINE_FRAMES 4
Sprite *img_trampoline[TRAMPOLINE_FRAMES];
-Trampoline::Trampoline(DisplayManager& displaymanager, LispReader& reader)
+Trampoline::Trampoline(LispReader& reader)
{
- displaymanager.add_drawable(this, LAYER_OBJECTS);
-
reader.read_float("x", &base.x);
reader.read_float("y", &base.y);
base.width = 32;
}
void
-Trampoline::draw(Camera& viewport, int )
+Trampoline::draw(DrawingContext& context)
{
- img_trampoline[frame]->draw(viewport.world2screen(Vector(base.x, base.y)));
+ img_trampoline[frame]->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
frame = 0;
}
Sprite *img_flying_platform;
-FlyingPlatform::FlyingPlatform(DisplayManager& displaymanager, LispReader& reader)
+FlyingPlatform::FlyingPlatform(LispReader& reader)
{
- displaymanager.add_drawable(this, LAYER_OBJECTS);
-
reader.read_int_vector("x", &pos_x);
reader.read_int_vector("y", &pos_y);
point = 0;
move = false;
+ float x = pos_x[point+1] - pos_x[point];
+ float y = pos_y[point+1] - pos_y[point];
+ vel_x = x*velocity / sqrt(x*x + y*y);
+ vel_y = -(velocity - vel_x);
+
frame = 0;
}
}
void
-FlyingPlatform::draw(Camera& viewport, int )
+FlyingPlatform::draw(DrawingContext& context)
{
-img_flying_platform->draw(viewport.world2screen(Vector(base.x, base.y)));
+ img_flying_platform->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
}
void
pos_y[point] == pos_y[point+1]))
{
point++;
+
+ float x = pos_x[point+1] - pos_x[point];
+ float y = pos_y[point+1] - pos_y[point];
+ vel_x = x*velocity / sqrt(x*x + y*y);
+ vel_y = -(velocity - vel_x);
}
}
else // last point
// reverse vector
return;
}
-
+/*
if(pos_x[point+1] > base.x)
base.x += velocity * frame_ratio;
else if(pos_x[point+1] < base.x)
base.y += velocity * frame_ratio;
else if(pos_y[point+1] < base.y)
base.y -= velocity * frame_ratio;
-/*
-float x = pos_x[point+1] - pos_x[point];
-float y = pos_y[point+1] - pos_y[point];
-float vel_x = x*velocity / sqrt(x*x + y*y);
-float vel_y = velocity - vel_x;
+*/
base.x += vel_x * frame_ratio;
base.y += vel_y * frame_ratio;
-*/
}
void