#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 "physic.h"
+#include "math/physic.h"
#include "collision.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 "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 : public GameObject
-{
- public:
-
- void init(float x, float y);
- void action(double frame_ratio);
- void draw();
- std::string type() { return "BouncyDistro"; };
-};
-
-extern Surface* img_distro[4];
+namespace SuperTux {
+class Sprite;
+}
-#define BOUNCY_BRICK_MAX_OFFSET 8
-#define BOUNCY_BRICK_SPEED 0.9
-
-class Tile;
-
-class BrokenBrick : public GameObject
+class BouncyCoin : public GameObject
{
- public:
- Timer timer;
- Tile* tile;
-
- void init(Tile* tile, float x, float y, float xm, float ym);
- void action(double frame_ratio);
- void draw();
- std::string type() { return "BrokenBrick"; };
+public:
+ BouncyCoin(const Vector& pos);
+ ~BouncyCoin();
+ virtual void action(float elapsed_time);
+ virtual void draw(DrawingContext& context);
+
+private:
+ Sprite* sprite;
+ Vector position;
+ Timer2 timer;
};
-class BouncyBrick : public GameObject
+class BrokenBrick : public GameObject
{
- public:
- float offset;
- float offset_m;
- int shape;
-
- void init(float x, float y);
- void action(double frame_ratio);
- void draw();
- std::string type() { return "BouncyBrick"; };
+public:
+ BrokenBrick(Sprite* sprite, const Vector& pos, const Vector& movement);
+ ~BrokenBrick();
+
+ virtual void action(float elapsed_time);
+ virtual void draw(DrawingContext& context);
+
+private:
+ Timer2 timer;
+ Sprite* sprite;
+ Vector position;
+ Vector movement;
};
-class FloatingScore : public GameObject
+class FloatingText : public GameObject
{
- public:
- int value;
- Timer timer;
+public:
+ FloatingText(const Vector& pos, const std::string& text_);
+ FloatingText(const Vector& pos, int s); // use this for score, for instance
- void init(float x, float y, int s);
- void action(double frame_ratio);
- void draw();
- std::string type() { return "FloatingScore"; };
-};
-
+ virtual void action(float elapsed_time);
+ virtual void draw(DrawingContext& context);
-/* Trampoline */
-struct TrampolineData
-{
- float power;
+private:
+ Vector position;
+ std::string text;
+ Timer2 timer;
};
-class Trampoline : public GameObject
-{
- 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);
- };
+#if 0
+extern Sprite *img_trampoline;
+class Trampoline : public MovingObject, public Serializable
+{
+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;
float power;
unsigned int frame;
};
+#endif
-void load_object_gfx();
-
+extern Sprite *img_smoke_cloud;
-class ObjectManager
+class SmokeCloud : public GameObject
{
- private:
- ObjectManager();
- ~ObjectManager();
-
- static ObjectManager* instance_;
-
- // XXX Objects will have to be split up into two categories:
- // - Drawn before tux
- // - Drawn after tux
- // Eventually Player should be a part of ObjectManager
-
- std::vector<BadGuy*> badguys;
- std::vector<Trampoline> trampolines;
- std::vector<BouncyDistro> bouncy_distros;
- std::vector<BrokenBrick> broken_bricks;
- std::vector<BouncyBrick> bouncy_bricks;
- //std::vector<Upgrade> upgrades;
- //std::vector<Bullet> bullets;
-
- void load_badguys(std::string filename);
+public:
+ SmokeCloud(const Vector& pos);
+
+ virtual void action(float elapsed_time);
+ virtual void draw(DrawingContext& context);
- public:
- static ObjectManager* instance() { return instance_ ? instance_ : instance_ = new ObjectManager(); }
- static void destroy_instance() { delete instance_; instance_ = 0; }
+private:
+ Timer2 timer;
+ Vector position;
+};
- void draw_bg();
- void draw_fg();
- void actions();
+class Particles : public GameObject
+{
+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();
-/* Object* get(unsigned int id) {
- if(id < badguys.size())
- {
- return badguys[id];
- }
- else
- {
- // Never return 0, but return the 0th tile instead so that
- // user code doesn't have to check for NULL pointers all over
- // the place
- return badguys[0];
- }
- }
-*/
+ 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: */