#include "sprite_manager.h"
#include "resources.h"
#include "level.h"
+#include "display_manager.h"
-void
-BouncyDistro::init(float x, float y)
+BouncyDistro::BouncyDistro(DisplayManager& displaymanager, const Vector& pos)
+ : position(pos)
{
- base.x = x;
- base.y = y;
- base.ym = -2;
+ ym = -2;
+ displaymanager.add_drawable(this, LAYER_OBJECTS);
}
void
-BouncyDistro::action(double frame_ratio)
+BouncyDistro::action(float elapsed_time)
{
- base.y = base.y + base.ym * frame_ratio;
-
- base.ym += 0.1 * frame_ratio;
+ position.y += ym * elapsed_time;
- if (base.ym >= 0)
- {
- std::vector<BouncyDistro*>::iterator i
- = std::find(World::current()->bouncy_distros.begin(),
- World::current()->bouncy_distros.end(),
- this);
- if (i != World::current()->bouncy_distros.end())
- World::current()->bouncy_distros.erase(i);
- }
+ ym += 0.1 * elapsed_time; // not framerate independent... but who really cares
+ if(ym >= 0)
+ remove_me();
}
void
-BouncyDistro::draw()
+BouncyDistro::draw(ViewPort& viewport, int )
{
- img_distro[0]->draw(base.x - scroll_x,
- base.y - scroll_y);
+ img_distro[0]->draw(viewport.world2screen(position));
}
-void
-BrokenBrick::init(Tile* tile_, float x, float y, float xm, float ym)
+BrokenBrick::BrokenBrick(DisplayManager& displaymanager, Tile* ntile,
+ const Vector& pos, const Vector& nmovement)
+ : tile(ntile), position(pos), movement(nmovement)
{
- tile = tile_;
- base.x = x;
- base.y = y;
- base.xm = xm;
- base.ym = ym;
-
- timer.init(true);
+ displaymanager.add_drawable(this, LAYER_OBJECTS);
timer.start(200);
}
void
-BrokenBrick::action(double frame_ratio)
+BrokenBrick::action(float elapsed_time)
{
- base.x = base.x + base.xm * frame_ratio;
- base.y = base.y + base.ym * frame_ratio;
+ position += movement * elapsed_time;
if (!timer.check())
- {
- std::vector<BrokenBrick*>::iterator i
- = std::find(World::current()->broken_bricks.begin(),
- World::current()->broken_bricks.end(),
- this);
- if (i != World::current()->broken_bricks.end())
- World::current()->broken_bricks.erase(i);
- }
+ remove_me();
}
void
-BrokenBrick::draw()
+BrokenBrick::draw(ViewPort& viewport, int )
{
SDL_Rect src, dest;
src.x = rand() % 16;
src.w = 16;
src.h = 16;
- dest.x = (int)(base.x - scroll_x);
- dest.y = (int)(base.y - scroll_y);
+ dest.x = (int)(position.x - viewport.get_translation().x);
+ dest.y = (int)(position.y - viewport.get_translation().y);
dest.w = 16;
dest.h = 16;
tile->images[0]->draw_part(src.x,src.y,dest.x,dest.y,dest.w,dest.h);
}
-void
-BouncyBrick::init(float x, float y)
+BouncyBrick::BouncyBrick(DisplayManager& displaymanager, const Vector& pos)
+ : position(pos), offset(0), offset_m(-BOUNCY_BRICK_SPEED)
{
- base.x = x;
- base.y = y;
- offset = 0;
- offset_m = -BOUNCY_BRICK_SPEED;
- shape = World::current()->get_level()->gettileid(x, y);
+ displaymanager.add_drawable(this, LAYER_OBJECTS);
+ shape = World::current()->get_level()->gettileid(pos.x, pos.y);
}
void
-BouncyBrick::action(double frame_ratio)
+BouncyBrick::action(float elapsed_time)
{
- offset = (offset + offset_m * frame_ratio);
+ offset += offset_m * elapsed_time;
/* Go back down? */
if (offset < -BOUNCY_BRICK_MAX_OFFSET)
offset_m = BOUNCY_BRICK_SPEED;
-
/* Stop bouncing? */
if (offset >= 0)
- {
- std::vector<BouncyBrick*>::iterator i
- = std::find(World::current()->bouncy_bricks.begin(),
- World::current()->bouncy_bricks.end(),
- this);
- if (i != World::current()->bouncy_bricks.end())
- World::current()->bouncy_bricks.erase(i);
- }
+ remove_me();
}
void
-BouncyBrick::draw()
+BouncyBrick::draw(ViewPort& viewport, int)
{
- SDL_Rect dest;
-
- if (base.x >= scroll_x - 32 &&
- base.x <= scroll_x + screen->w)
- {
- dest.x = (int)(base.x - scroll_x);
- dest.y = (int)(base.y - scroll_y);
- dest.w = 32;
- dest.h = 32;
-
- Level* plevel = World::current()->get_level();
-
- // FIXME: overdrawing hack to clean the tile from the screen to
- // paint it later at on offseted position
- if(plevel->bkgd_image[0] == '\0')
- {
- fillrect(base.x - scroll_x, base.y - scroll_y,
- 32,32,
- plevel->bkgd_top.red, plevel->bkgd_top.green, plevel->bkgd_top.blue, 0);
-// FIXME: doesn't respect the gradient, futhermore is this necessary at all??
- }
- else
- {
- int s = ((int)scroll_x / 2)%640;
- plevel->img_bkgd->draw_part(dest.x + s, dest.y,
- dest.x, dest.y,dest.w,dest.h);
- }
-
- Tile::draw(base.x - scroll_x,
- base.y - scroll_y + offset,
- shape);
- }
+ Tile::draw(viewport.world2screen(position + Vector(0, offset)), shape);
}
-void
-FloatingScore::init(float x, float y, int s)
+FloatingScore::FloatingScore(DisplayManager& displaymanager,
+ const Vector& pos, int score)
+ : position(pos)
{
- base.x = x;
- base.y = y - 16;
- timer.init(true);
+ displaymanager.add_drawable(this, LAYER_OBJECTS);
timer.start(1000);
- value = s;
+ snprintf(str, 10, "%d", score);
+ position.x -= strlen(str) * 8;
}
void
-FloatingScore::action(double frame_ratio)
+FloatingScore::action(float elapsed_time)
{
- base.y = base.y - 2 * frame_ratio;
+ position.y -= 2 * elapsed_time;
if(!timer.check())
- {
- std::vector<FloatingScore*>::iterator i
- = std::find(World::current()->floating_scores.begin(),
- World::current()->floating_scores.end(),
- this);
- if (i != World::current()->floating_scores.end())
- World::current()->floating_scores.erase(i);
- }
+ remove_me();
}
void
-FloatingScore::draw()
+FloatingScore::draw(ViewPort& viewport, int )
{
- char str[10];
- sprintf(str, "%d", value);
- gold_text->draw(str, (int)base.x + 16 - strlen(str) * 8, (int)base.y, 1);
+ gold_text->draw(str, viewport.world2screen(position));
}
/* Trampoline */
void ObjectManager::load_badguys(std::string filename)
{
+ (void) filename;
/*
lisp_object_t* root_obj = lisp_read_from_file(filename);