#include "texture.h"
#include "timer.h"
#include "scene.h"
+#include "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() {};
+};
/* Bounciness of distros: */
#define NO_BOUNCE 0
std::string type() { return "FloatingScore"; };
};
+
+/* Trampoline */
+struct TrampolineData
+{
+ float power;
+};
+
+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);
+ };
+
+ 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;
+};
+
+
+void load_object_gfx();
+
#endif
/* Local Variables: */