// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
-
+#include <algorithm>
+#include <iostream>
#include "world.h"
#include "tile.h"
#include "gameloop.h"
#include "gameobjs.h"
+#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;
+ position.y += ym * elapsed_time;
- base.ym += 0.1 * frame_ratio;
-
- 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);
+ 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;
+ 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;
- dest.w = 32;
- dest.h = 32;
+ Tile::draw(viewport.world2screen(position + Vector(0, offset)), shape);
+}
- Level* plevel = World::current()->get_level();
+FloatingScore::FloatingScore(DisplayManager& displaymanager,
+ 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;
+}
- // 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,
- 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);
- }
+void
+FloatingScore::action(float elapsed_time)
+{
+ position.y -= 2 * elapsed_time;
- Tile::draw(base.x - scroll_x,
- base.y + offset,
- shape);
- }
+ if(!timer.check())
+ remove_me();
}
void
-FloatingScore::init(float x, float y, int s)
+FloatingScore::draw(ViewPort& viewport, int )
+{
+ gold_text->draw(str, viewport.world2screen(position));
+}
+
+/* Trampoline */
+
+#define TRAMPOLINE_FRAMES 4
+Sprite *img_trampoline[TRAMPOLINE_FRAMES];
+
+void load_object_gfx()
+{
+ char sprite_name[16];
+
+ for (int i = 0; i < TRAMPOLINE_FRAMES; i++)
+ {
+ sprintf(sprite_name, "trampoline-%i", i+1);
+ img_trampoline[i] = sprite_manager->load(sprite_name);
+ }
+}
+
+void
+Trampoline::init(float x, float y)
{
base.x = x;
- base.y = y - 16;
- timer.init(true);
- timer.start(1000);
- value = s;
+ base.y = y;
+ base.width = 32;
+ base.height = 32;
+
+ frame = 0;
+ mode = M_NORMAL;
+ physic.reset();
}
void
-FloatingScore::action(double frame_ratio)
+Trampoline::draw()
{
- base.y = base.y - 2 * frame_ratio;
+ img_trampoline[frame]->draw((int)base.x, (int)base.y);
- if(!timer.check())
+ frame = 0;
+
+ if (debug_mode)
+ fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75, 75, 0, 150);
+}
+
+void
+Trampoline::action(double frame_ratio)
+{
+ // TODO: Remove if we're too far off the screen
+
+ // Falling
+ if (mode != M_HELD)
+ {
+ if (issolid(base.x + base.width/2, base.y + base.height))
+ {
+ base.y = int((base.y + base.height)/32) * 32 - base.height;
+
+ physic.enable_gravity(false);
+ physic.set_velocity_y(0.0f);
+
+ physic.set_velocity_x(0);
+ }
+ else
+ {
+ physic.enable_gravity(true);
+ }
+ }
+ else // Player is carrying us around
+ {
+ /* FIXME: The trampoline object shouldn't know about pplayer objects. */
+ /* If we're holding the iceblock */
+ Player& tux = *World::current()->get_tux();
+ Direction dir = tux.dir;
+
+ if(dir == RIGHT)
+ {
+ base.x = tux.base.x + 16;
+ base.y = tux.base.y + tux.base.height/1.5 - base.height;
+ }
+ else /* facing left */
{
- 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);
+ base.x = tux.base.x - 16;
+ base.y = tux.base.y + tux.base.height/1.5 - base.height;
}
+
+ if(collision_object_map(base))
+ {
+ base.x = tux.base.x;
+ base.y = tux.base.y + tux.base.height/1.5 - base.height;
+ }
+ }
+
+ physic.apply(frame_ratio, base.x, base.y);
+ collision_swept_object_map(&old_base, &base);
}
void
-FloatingScore::draw()
+Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
+{
+ Player* pplayer_c = NULL;
+ switch (c_object)
+ {
+ case CO_PLAYER:
+ pplayer_c = (Player*) p_c_object;
+
+ if (type == COLLISION_NORMAL)
+ {
+ // Pick up if HELD (done in Player)
+ }
+
+ else if (type == COLLISION_SQUISH)
+ {
+ int squish_amount = (32 - (int)pplayer_c->base.y % 32);
+
+ if (squish_amount < 24)
+ frame = 3;
+ else if (squish_amount < 28)
+ frame = 2;
+ else if (squish_amount < 30)
+ frame = 1;
+ else
+ frame = 0;
+
+ if (squish_amount < 20)
+ pplayer_c->physic.set_velocity_y(power);
+ else if (pplayer_c->physic.get_velocity_y() < 0)
+ pplayer_c->physic.set_velocity_y(-squish_amount/32);
+ }
+
+ break;
+
+ default:
+ break;
+
+ }
+}
+
+
+/* Object Manager */
+//---------------------------------------------------------------------------
+
+ObjectManager::ObjectManager()
+{
+ std::string filename = datadir + "/images/tilesets/supertux.stbg";
+ load_badguys(filename);
+}
+
+ObjectManager::~ObjectManager()
+{
+ for(std::vector<BadGuy*>::iterator i = badguys.begin(); i != badguys.end(); ++i) {
+ delete *i;
+ }
+}
+
+void ObjectManager::load_badguys(std::string filename)
+{
+ (void) filename;
+/*
+ lisp_object_t* root_obj = lisp_read_from_file(filename);
+
+ if (!root_obj)
+ st_abort("Couldn't load file", filename);
+
+ if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-badguys") == 0)
+ {
+ lisp_object_t* cur = lisp_cdr(root_obj);
+
+ while(!lisp_nil_p(cur))
+ {
+ lisp_object_t* element = lisp_car(cur);
+
+ if (strcmp(lisp_symbol(lisp_car(element)), "badguy") == 0)
+ {
+
+
+ Tile* tile = new Tile;
+ tile->id = -1;
+ tile->solid = false;
+ tile->brick = false;
+ tile->ice = false;
+ tile->water = false;
+ tile->fullbox = false;
+ tile->distro = false;
+ tile->goal = false;
+ tile->data = 0;
+ tile->next_tile = 0;
+ tile->anim_speed = 25;
+
+ LispReader reader(lisp_cdr(element));
+ assert(reader.read_int("id", &tile->id));
+ reader.read_bool("solid", &tile->solid);
+ reader.read_bool("brick", &tile->brick);
+ reader.read_bool("ice", &tile->ice);
+ reader.read_bool("water", &tile->water);
+ reader.read_bool("fullbox", &tile->fullbox);
+ reader.read_bool("distro", &tile->distro);
+ reader.read_bool("goal", &tile->goal);
+ reader.read_int("data", &tile->data);
+ reader.read_int("anim-speed", &tile->anim_speed);
+ reader.read_int("next-tile", &tile->next_tile);
+ reader.read_string_vector("images", &tile->filenames);
+ reader.read_string_vector("editor-images", &tile->editor_filenames);
+
+ for(std::vector<std::string>::iterator it = tile->
+ filenames.begin();
+ it != tile->filenames.end();
+ ++it)
+ {
+ Surface* cur_image;
+ tile->images.push_back(cur_image);
+ tile->images[tile->images.size()-1] = new Surface(
+ datadir + "/images/tilesets/" + (*it),
+ USE_ALPHA);
+ }
+ for(std::vector<std::string>::iterator it = tile->editor_filenames.begin();
+ it != tile->editor_filenames.end();
+ ++it)
+ {
+ Surface* cur_image;
+ tile->editor_images.push_back(cur_image);
+ tile->editor_images[tile->editor_images.size()-1] = new Surface(
+ datadir + "/images/tilesets/" + (*it),
+ USE_ALPHA);
+ }
+
+ if (tile->id + tileset_id >= int(tiles.size())
+ )
+ tiles.resize(tile->id + tileset_id+1);
+
+ tiles[tile->id + tileset_id] = tile;
+ }
+ else if (strcmp(lisp_symbol(lisp_car(element)), "tileset") == 0)
+ {
+ LispReader reader(lisp_cdr(element));
+ std::string filename;
+ reader.read_string("file", &filename);
+ filename = datadir + "/images/tilesets/" + filename;
+ load_tileset(filename);
+ }
+ else if (strcmp(lisp_symbol(lisp_car(element)), "tilegroup") == 0)
+ {
+ TileGroup new_;
+ LispReader reader(lisp_cdr(element));
+ reader.read_string("name", &new_.name);
+ reader.read_int_vector("tiles", &new_.tiles);
+ if(!tilegroups_)
+ tilegroups_ = new std::set<TileGroup>;
+ tilegroups_->insert(new_).first;
+ }
+ else if (strcmp(lisp_symbol(lisp_car(element)), "properties") == 0)
+ {
+ LispReader reader(lisp_cdr(element));
+ reader.read_int("id", &tileset_id);
+ tileset_id *= 1000;
+ }
+ else
+ {
+ puts("Unhandled symbol");
+ }
+
+ cur = lisp_cdr(cur);
+ }
+ }
+ else
+ {
+ assert(0);
+ }
+
+ lisp_free(root_obj);
+*/
+}
+
+void ObjectManager::draw_bg()
+{
+/*
+ for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
+ bouncy_bricks[i]->draw();
+
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+ (*i)->draw();
+
+ for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
+ (*i)->draw();
+*/
+}
+
+void ObjectManager::draw_fg()
{
- char str[10];
- sprintf(str, "%d", value);
- gold_text->draw(str, (int)base.x + 16 - strlen(str) * 8, (int)base.y, 1);
+/*
+ for (unsigned int i = 0; i < bullets.size(); ++i)
+ bullets[i].draw();
+
+ for (unsigned int i = 0; i < floating_scores.size(); ++i)
+ floating_scores[i]->draw();
+
+ for (unsigned int i = 0; i < upgrades.size(); ++i)
+ upgrades[i].draw();
+
+ for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
+ bouncy_distros[i]->draw();
+
+ for (unsigned int i = 0; i < broken_bricks.size(); ++i)
+ broken_bricks[i]->draw();
+*/
+}
+
+void ObjectManager::actions()
+{
+/*
+ for (unsigned int i = 0; i < bouncy_distros.size(); i++)
+ bouncy_distros[i]->action(frame_ratio);
+
+ for (unsigned int i = 0; i < broken_bricks.size(); i++)
+ broken_bricks[i]->action(frame_ratio);
+
+ // Handle all kinds of game objects
+ for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
+ bouncy_bricks[i]->action(frame_ratio);
+
+ for (unsigned int i = 0; i < floating_scores.size(); i++)
+ floating_scores[i]->action(frame_ratio);
+
+ for (unsigned int i = 0; i < bullets.size(); ++i)
+ bullets[i].action(frame_ratio);
+
+ for (unsigned int i = 0; i < upgrades.size(); i++)
+ upgrades[i].action(frame_ratio);
+
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+ (*i)->action(frame_ratio);
+
+ for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
+ (*i)->action(frame_ratio);
+*/
}
/* EOF */