#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) {};
- ObjectData(int x_, int y_, T type_specific_)
- : x(x_), y(y_), type_specific(type_specific_) {};
+ : 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_specific() {};
+ : x(0), y(0), type(OBJ_NONE), type_specific() {};
};
-struct TrampolineData
-{
- unsigned int power;
-};
-
-
/* Bounciness of distros: */
#define NO_BOUNCE 0
#define BOUNCE 1
std::string type() { return "FloatingScore"; };
};
+
+/* Trampoline */
+struct TrampolineData
+{
+ float power;
+};
+
class Trampoline : public GameObject
{
public:
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_trampoline_gfx();
+void load_object_gfx();
+
+
+class ObjectManager
+{
+ 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:
+ static ObjectManager* instance() { return instance_ ? instance_ : instance_ = new ObjectManager(); }
+ static void destroy_instance() { delete instance_; instance_ = 0; }
+
+ void draw_bg();
+ void draw_fg();
+ void actions();
+
+/* 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];
+ }
+ }
+*/
+};
#endif