converted player to new object system
[supertux.git] / src / gameobjs.h
index cc1a1da..e303bbc 100644 (file)
@@ -161,54 +161,6 @@ class Trampoline : public GameObject
 
 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: */