#ifndef SUPERTUX_GAMEOBJS_H
#define SUPERTUX_GAMEOBJS_H
-#include "special/base.h"
#include "video/surface.h"
-#include "special/timer.h"
+#include "timer.h"
#include "scene.h"
#include "math/physic.h"
#include "collision.h"
class Sprite;
}
-struct TileId;
-
-class BouncyDistro : public GameObject
+class BouncyCoin : public GameObject
{
public:
- BouncyDistro(const Vector& pos);
+ BouncyCoin(const Vector& pos);
+ ~BouncyCoin();
virtual void action(float elapsed_time);
virtual void draw(DrawingContext& context);
private:
+ Sprite* sprite;
Vector position;
- float ym;
+ Timer2 timer;
};
-extern Surface* img_distro[4];
-
-#define BOUNCY_BRICK_MAX_OFFSET 8
-#define BOUNCY_BRICK_SPEED 0.9
-
-class Tile;
-
class BrokenBrick : public GameObject
{
public:
- BrokenBrick(Tile* tile, const Vector& pos, const Vector& movement);
+ BrokenBrick(Sprite* sprite, const Vector& pos, const Vector& movement);
+ ~BrokenBrick();
virtual void action(float elapsed_time);
virtual void draw(DrawingContext& context);
private:
- Timer timer;
- Tile* tile;
+ Timer2 timer;
+ Sprite* sprite;
Vector position;
Vector movement;
};
-class BouncyBrick : public GameObject
-{
-public:
- BouncyBrick(const Vector& pos);
- virtual void action(float elapsed_time);
- virtual void draw(DrawingContext& context);
-
-private:
- Vector position;
- float offset;
- float offset_m;
- TileId& shape;
-};
-
-class FloatingScore : public GameObject
+class FloatingText : public GameObject
{
public:
- FloatingScore(const Vector& pos, int s);
+ 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;
- char str[10];
- Timer timer;
+ std::string text;
+ Timer2 timer;
};
+#if 0
extern Sprite *img_trampoline;
class Trampoline : public MovingObject, public Serializable
float power;
unsigned int frame;
};
-
-extern Sprite *img_flying_platform;
-
-class FlyingPlatform : public MovingObject, public Serializable
-{
-public:
- FlyingPlatform(LispReader& reader);
- FlyingPlatform(int x, int 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);
-
- float get_vel_x() { return vel_x; }
- float get_vel_y() { return vel_y; }
-
- Physic physic;
- enum { M_NORMAL, M_HELD } mode;
-
- private:
- std::vector<int> pos_x;
- std::vector<int> pos_y;
- float velocity;
-
- float vel_x, vel_y; // calculated based in the velocity
-
- int point;
- bool move;
- unsigned int frame;
-};
+#endif
extern Sprite *img_smoke_cloud;
virtual void draw(DrawingContext& context);
private:
- Timer timer;
+ Timer2 timer;
Vector position;
};
class Particles : public GameObject
{
public:
- Particles(const Vector& epicenter, int number, Color color, int size, float velocity, int life_time);
+ 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();
virtual void action(float elapsed_time);
virtual void draw(DrawingContext& context);
private:
+ Vector accel;
+ Timer2 timer;
+ bool live_forever;
+
Color color;
float size;
- float velocity;
- Timer timer;
+ int drawing_layer;
struct Particle {
- Vector pos;
- float angle;
+ Vector pos, vel;
+// float angle;
};
std::vector <Particle*> particles;
};
void load_object_gfx();
+void free_object_gfx();
#endif