#include "texture.h"
#include "timer.h"
#include "scene.h"
+#include "physic.h"
+#include "collision.h"
+#include "game_object.h"
+#include "drawable.h"
enum ObjectType { OBJ_NONE, OBJ_BADGUY, OBJ_TRAMPOLINE };
: x(0), y(0), type(OBJ_NONE), type_specific() {};
};
-struct TrampolineData
-{
- int power;
-};
-
-
/* Bounciness of distros: */
#define NO_BOUNCE 0
#define BOUNCE 1
-class BouncyDistro : public GameObject
+class BouncyDistro : public _GameObject, public Drawable
{
- public:
-
- void init(float x, float y);
- void action(double frame_ratio);
- void draw();
- std::string type() { return "BouncyDistro"; };
+public:
+ BouncyDistro(DisplayManager& displaymanager, const Vector& pos);
+ virtual void action(float elapsed_time);
+ virtual void draw(ViewPort& viewport, int layer);
+ virtual std::string type() const
+ { return "BouncyDistro"; };
+
+private:
+ Vector position;
+ float ym;
};
extern Surface* img_distro[4];
class Tile;
-class BrokenBrick : public GameObject
+class BrokenBrick : public _GameObject, public Drawable
{
- public:
+public:
+ BrokenBrick(DisplayManager& displaymanager, 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"; };
+
+private:
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"; };
+ Vector position;
+ Vector movement;
};
-class BouncyBrick : public GameObject
+class BouncyBrick : public _GameObject, public Drawable
{
- public:
- float offset;
- float offset_m;
- int shape;
+public:
+ BouncyBrick(DisplayManager& displaymanager, const Vector& pos);
+ virtual void action(float elapsed_time);
+ virtual void draw(ViewPort& viewport, int layer);
+
+ virtual std::string type() const
+ { return "BouncyBrick"; };
- void init(float x, float y);
- void action(double frame_ratio);
- void draw();
- std::string type() { return "BouncyBrick"; };
+private:
+ Vector position;
+ float offset;
+ float offset_m;
+ int shape;
};
-class FloatingScore : public GameObject
+class FloatingScore : public _GameObject, public Drawable
{
- public:
- int value;
- Timer timer;
+public:
+ FloatingScore(DisplayManager& displaymanager, const Vector& pos, int s);
- 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(ViewPort& viewport, int layer);
+ virtual std::string type() const
+ { return "FloatingScore"; };
+
+private:
+ Vector position;
+ char str[10];
+ Timer timer;
+};
+
+
+/* Trampoline */
+struct TrampolineData
+{
+ float power;
};
class Trampoline : public GameObject
Trampoline(ObjectData<TrampolineData> data)
{
- base.x = data.x;
- base.y = data.y;
-
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:
- int power;
+ 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