#ifndef SUPERTUX_GAMEOBJS_H
#define SUPERTUX_GAMEOBJS_H
-#include "type.h"
-#include "texture.h"
-#include "timer.h"
+#include "special/base.h"
+#include "video/surface.h"
+#include "special/timer.h"
#include "scene.h"
-#include "physic.h"
+#include "math/physic.h"
#include "collision.h"
-#include "game_object.h"
-#include "drawable.h"
-#include "moving_object.h"
-#include "lispwriter.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 : public GameObject, public Drawable
+namespace SuperTux {
+class Sprite;
+}
+
+struct TileId;
+
+class BouncyDistro : public GameObject
{
public:
- BouncyDistro(DisplayManager& displaymanager, const Vector& pos);
+ BouncyDistro(const Vector& pos);
virtual void action(float elapsed_time);
- virtual void draw(ViewPort& viewport, int layer);
- virtual std::string type() const
- { return "BouncyDistro"; };
+ virtual void draw(DrawingContext& context);
private:
Vector position;
class Tile;
-class BrokenBrick : public GameObject, public Drawable
+class BrokenBrick : public GameObject
{
public:
- BrokenBrick(DisplayManager& displaymanager, Tile* tile,
- const Vector& pos, const Vector& movement);
+ BrokenBrick(Tile* tile, const Vector& pos, const Vector& movement);
virtual void action(float elapsed_time);
- virtual void draw(ViewPort& viewport, int layer);
-
- virtual std::string type() const
- { return "BrokenBrick"; };
+ virtual void draw(DrawingContext& context);
private:
Timer timer;
Vector movement;
};
-class BouncyBrick : public GameObject, public Drawable
+class BouncyBrick : public GameObject
{
public:
- BouncyBrick(DisplayManager& displaymanager, const Vector& pos);
+ BouncyBrick(const Vector& pos);
virtual void action(float elapsed_time);
- virtual void draw(ViewPort& viewport, int layer);
+ virtual void draw(DrawingContext& context);
- virtual std::string type() const
- { return "BouncyBrick"; };
-
private:
Vector position;
float offset;
float offset_m;
- int shape;
+ TileId& shape;
};
-class FloatingScore : public GameObject, public Drawable
+class FloatingText : public GameObject
{
public:
- FloatingScore(DisplayManager& displaymanager, const Vector& pos, int s);
+ FloatingText(const Vector& pos, std::string& text_);
+ FloatingText(const Vector& pos, int s); // use this for score, for instance
virtual void action(float elapsed_time);
- virtual void draw(ViewPort& viewport, int layer);
- virtual std::string type() const
- { return "FloatingScore"; };
+ virtual void draw(DrawingContext& context);
private:
Vector position;
- char str[10];
+ std::string text;
Timer timer;
};
-class Trampoline : public MovingObject, public Drawable, public Serializable
+extern Sprite *img_trampoline;
+
+class Trampoline : public MovingObject, public Serializable
{
public:
- Trampoline(DisplayManager& displaymanager, LispReader& reader);
+ Trampoline(LispReader& reader);
+ Trampoline(float x, float y);
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 draw(DrawingContext& context);
virtual void collision(const MovingObject& other, int);
void collision(void *p_c_object, int c_object, CollisionType type);
unsigned int frame;
};
-class FlyingPlatform : public MovingObject, public Drawable, public Serializable
+extern Sprite *img_flying_platform;
+
+class FlyingPlatform : public MovingObject, public Serializable
{
public:
- FlyingPlatform(DisplayManager& displaymanager, LispReader& reader);
+ FlyingPlatform(LispReader& reader);
+ FlyingPlatform(int x, int y);
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 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;
std::vector<int> pos_y;
float velocity;
+ float vel_x, vel_y; // calculated based in the velocity
+
int point;
bool move;
unsigned int frame;
};
+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:
+ Timer timer;
+ Vector position;
+};
+
+class Particles : public GameObject
+{
+public:
+ Particles(const Vector& epicenter, const Vector& velocity, const Vector& acceleration, int number, Color color, int size, int life_time);
+ ~Particles();
+
+ virtual void action(float elapsed_time);
+ virtual void draw(DrawingContext& context);
+
+private:
+ Color color;
+ float size;
+ Vector vel, accel;
+ Timer timer;
+ bool live_forever;
+
+ struct Particle {
+ Vector pos;
+ float angle;
+ };
+ std::vector <Particle*> particles;
+};
+
void load_object_gfx();
#endif