#include "collision.h"
#include "game_object.h"
#include "drawable.h"
-
-enum ObjectType { OBJ_NONE, OBJ_BADGUY, OBJ_TRAMPOLINE };
-
-template <class T>
-struct ObjectData
-{
- int x;
- int y;
- ObjectType type;
- T type_specific;
-
- ObjectData(ObjectData* pobject)
- : x((int)pobject->x), y((int)pobject->y), type(pobject->type), type_specific(pobject->type_specific) {};
- ObjectData(int x_, int y_, ObjectType type_, T type_specific_)
- : x(x_), y(y_), type(type_), type_specific(type_specific_) {};
-
- ObjectData()
- : x(0), y(0), type(OBJ_NONE), type_specific() {};
-};
+#include "moving_object.h"
+#include "lispwriter.h"
/* Bounciness of distros: */
#define NO_BOUNCE 0
#define BOUNCE 1
-class BouncyDistro : public _GameObject, public Drawable
+class BouncyDistro : public GameObject, public Drawable
{
public:
BouncyDistro(DisplayManager& displaymanager, const Vector& pos);
class Tile;
-class BrokenBrick : public _GameObject, public Drawable
+class BrokenBrick : public GameObject, public Drawable
{
public:
BrokenBrick(DisplayManager& displaymanager, Tile* tile,
Vector movement;
};
-class BouncyBrick : public _GameObject, public Drawable
+class BouncyBrick : public GameObject, public Drawable
{
public:
BouncyBrick(DisplayManager& displaymanager, const Vector& pos);
int shape;
};
-class FloatingScore : public _GameObject, public Drawable
+class FloatingScore : public GameObject, public Drawable
{
public:
FloatingScore(DisplayManager& displaymanager, const Vector& pos, int s);
Timer timer;
};
-
-/* Trampoline */
-struct TrampolineData
-{
- float power;
-};
-
-class Trampoline : public GameObject
+class Trampoline : public MovingObject, public Drawable, public Serializable
{
- public:
- void init(float x, float y);
- void action(double frame_ratio);
- void draw();
- std::string type() { return "Trampoline"; };
-
- Trampoline(ObjectData<TrampolineData> data)
- {
- power = data.type_specific.power;
-
- init(data.x, data.y);
- };
+public:
+ Trampoline(DisplayManager& displaymanager, LispReader& reader);
+
+ virtual void write(LispWriter& writer);
+ virtual void action(float frame_ratio);
+ virtual void draw(ViewPort& viewport, int layer);
+ virtual std::string type() const
+ { return "Trampoline"; };
+ virtual void collision(const MovingObject& other, int);
void collision(void *p_c_object, int c_object, CollisionType type);
Physic physic;