#define SUPERTUX_GAMEOBJS_H
#include "type.h"
-#include "texture.h"
+#include "screen/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 };
-
-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() {};
-};
+#include "moving_object.h"
+#include "serializable.h"
+#include "lispwriter.h"
/* Bounciness of distros: */
#define NO_BOUNCE 0
#define BOUNCE 1
-class BouncyDistro : public _GameObject, public Drawable
+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;
int shape;
};
-class FloatingScore : public _GameObject, public Drawable
+class FloatingScore : public GameObject
{
public:
- FloatingScore(DisplayManager& displaymanager, const Vector& pos, int s);
+ FloatingScore(const Vector& pos, int s);
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;
Timer timer;
};
-
-/* Trampoline */
-struct TrampolineData
-{
- float power;
-};
-
-class Trampoline : public GameObject
+class Trampoline : public MovingObject, public Serializable
{
- 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);
- };
+public:
+ Trampoline(LispReader& reader);
+
+ virtual void write(LispWriter& writer);
+ virtual void action(float frame_ratio);
+ virtual void draw(DrawingContext& context);
+ virtual void collision(const MovingObject& other, int);
void collision(void *p_c_object, int c_object, CollisionType type);
Physic physic;
unsigned int frame;
};
-void load_object_gfx();
-
-
-class ObjectManager
+class FlyingPlatform : public MovingObject, public Serializable
{
- private:
- ObjectManager();
- ~ObjectManager();
+public:
+ FlyingPlatform(LispReader& reader);
+
+ virtual void write(LispWriter& writer);
+ virtual void action(float frame_ratio);
+ virtual void draw(DrawingContext& context);
- static ObjectManager* instance_;
+ virtual void collision(const MovingObject& other, int);
+ void collision(void *p_c_object, int c_object, CollisionType type);
- // 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
+ float get_vel_x() { return vel_x; }
+ float get_vel_y() { return vel_y; }
- 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;
+ Physic physic;
+ enum { M_NORMAL, M_HELD } mode;
- void load_badguys(std::string filename);
+ private:
+ std::vector<int> pos_x;
+ std::vector<int> pos_y;
+ float velocity;
- public:
- static ObjectManager* instance() { return instance_ ? instance_ : instance_ = new ObjectManager(); }
- static void destroy_instance() { delete instance_; instance_ = 0; }
+ float vel_x, vel_y; // calculated based in the velocity
- 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];
- }
- }
-*/
+ int point;
+ bool move;
+ unsigned int frame;
};
+void load_object_gfx();
+
#endif
/* Local Variables: */