#include "scene.h"
#include "physic.h"
#include "collision.h"
+#include "game_object.h"
+#include "drawable.h"
enum ObjectType { OBJ_NONE, OBJ_BADGUY, OBJ_TRAMPOLINE };
#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;
};
// 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<ParticleSystem> particle_systems;
std::vector<BouncyDistro> bouncy_distros;
std::vector<BrokenBrick> broken_bricks;
std::vector<BouncyBrick> bouncy_bricks;
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())