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
/* Local Variables: */