// $Id$
//
// SuperTux
-// Copyright (C) 2004 SuperTux Development Team, see AUTHORS for details
+// Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
+// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
#ifndef SUPERTUX_GAMEOBJS_H
#define SUPERTUX_GAMEOBJS_H
-#include "type.h"
-#include "texture.h"
+#include "video/surface.h"
#include "timer.h"
#include "scene.h"
+#include "math/physic.h"
+#include "collision.h"
+#include "special/game_object.h"
+#include "special/moving_object.h"
+#include "serializable.h"
+#include "utils/lispwriter.h"
/* Bounciness of distros: */
#define NO_BOUNCE 0
#define BOUNCE 1
-class BouncyDistro
+namespace SuperTux {
+class Sprite;
+}
+
+class BouncyCoin : public GameObject
{
- public:
- base_type base;
-
- void init(float x, float y);
- void action(double frame_ratio);
- void draw();
+public:
+ BouncyCoin(const Vector& pos);
+ ~BouncyCoin();
+ virtual void action(float elapsed_time);
+ virtual void draw(DrawingContext& context);
+
+private:
+ Sprite* sprite;
+ Vector position;
+ Timer2 timer;
};
-extern texture_type img_distro[4];
+class BrokenBrick : public GameObject
+{
+public:
+ BrokenBrick(Sprite* sprite, const Vector& pos, const Vector& movement);
+ ~BrokenBrick();
-#define BOUNCY_BRICK_MAX_OFFSET 8
-#define BOUNCY_BRICK_SPEED 0.9
+ virtual void action(float elapsed_time);
+ virtual void draw(DrawingContext& context);
-class Tile;
+private:
+ Timer2 timer;
+ Sprite* sprite;
+ Vector position;
+ Vector movement;
+};
-class BrokenBrick
+class FloatingText : public GameObject
{
- public:
- base_type base;
- timer_type timer;
- Tile* tile;
-
- void init(Tile* tile, float x, float y, float xm, float ym);
- void action(double frame_ratio);
- void draw();
+public:
+ FloatingText(const Vector& pos, const std::string& text_);
+ FloatingText(const Vector& pos, int s); // use this for score, for instance
+
+ virtual void action(float elapsed_time);
+ virtual void draw(DrawingContext& context);
+
+private:
+ Vector position;
+ std::string text;
+ Timer2 timer;
};
-class BouncyBrick
+#if 0
+extern Sprite *img_trampoline;
+
+class Trampoline : public MovingObject, public Serializable
{
- public:
- float offset;
- float offset_m;
- int shape;
- base_type base;
-
- void init(float x, float y);
- void action(double frame_ratio);
- void draw();
+public:
+ Trampoline(LispReader& reader);
+ Trampoline(float x, float y);
+
+ virtual void write(LispWriter& writer);
+ virtual void action(float frame_ratio);
+ virtual void draw(DrawingContext& context);
+
+ virtual void collision(const MovingObject& other, int);
+ void collision(void *p_c_object, int c_object, CollisionType type);
+
+ Physic physic;
+ enum { M_NORMAL, M_HELD } mode;
+
+ private:
+ float power;
+ unsigned int frame;
};
+#endif
-class FloatingScore
+extern Sprite *img_smoke_cloud;
+
+class SmokeCloud : public GameObject
+{
+public:
+ SmokeCloud(const Vector& pos);
+
+ virtual void action(float elapsed_time);
+ virtual void draw(DrawingContext& context);
+
+private:
+ Timer2 timer;
+ Vector position;
+};
+
+class Particles : public GameObject
{
- public:
- int value;
- timer_type timer;
- base_type base;
+public:
+ Particles(const Vector& epicenter, int min_angle, int max_angle,
+ const Vector& initial_velocity, const Vector& acceleration,
+ int number, Color color, int size, float life_time, int drawing_layer);
+ ~Particles();
- void init(float x, float y, int s);
- void action(double frame_ratio);
- void draw();
+ virtual void action(float elapsed_time);
+ virtual void draw(DrawingContext& context);
+
+private:
+ Vector accel;
+ Timer2 timer;
+ bool live_forever;
+
+ Color color;
+ float size;
+ int drawing_layer;
+
+ struct Particle {
+ Vector pos, vel;
+// float angle;
+ };
+ std::vector <Particle*> particles;
};
+void load_object_gfx();
+void free_object_gfx();
+
#endif
/* Local Variables: */
/* mode:c++ */
-/* End */
+/* End: */