#define SUPERTUX_LEVEL_H
#include <string>
-#include "texture.h"
-#include "badguy.h"
+#include "screen/texture.h"
#include "lispreader.h"
#include "musicref.h"
-#include "gameobjs.h"
class Tile;
class World;
/** This type holds meta-information about a level-subset.
It could be extended to handle manipulation of subsets. */
class LevelSubset
- {
- public:
- LevelSubset();
- ~LevelSubset();
-
- static void create(const std::string& subset_name);
- void load(char *subset);
- void save();
-
- std::string name;
- std::string title;
- std::string description;
- Surface* image;
- int levels;
+{
+public:
+ LevelSubset();
+ ~LevelSubset();
+
+ static void create(const std::string& subset_name);
+ void load(char *subset);
+ void save();
+
+ std::string name;
+ std::string title;
+ std::string description;
+ Surface* image;
+ int levels;
- private:
- void parse(lisp_object_t* cursor);
- };
+private:
+ void parse(lisp_object_t* cursor);
+};
#define LEVEL_NAME_MAX 20
-
enum TileMapType {
TM_BG,
TM_IA,
TM_FG
- };
+};
struct ResetPoint
{
class Level
{
- public:
+public:
Surface* img_bkgd;
MusicRef level_song;
MusicRef level_song_fast;
std::string bkgd_image;
std::string particle_system;
std::vector<unsigned int> bg_tiles; /* Tiles in the background */
- std::vector<unsigned int> ia_tiles; /* Tiles which can interact in the game (solids for example)*/
+ std::vector<unsigned int> ia_tiles; /* solid Tiles in the game */
std::vector<unsigned int> fg_tiles; /* Tiles in the foreground */
-// std::vector<unsigned int> bg_tiles[15]; /* Tiles in the background */
-// std::vector<unsigned int> ia_tiles[15]; /* Tiles which can interact in the game (solids for example)*/
-// std::vector<unsigned int> fg_tiles[15]; /* Tiles in the foreground */
int time_left;
- Color bkgd_top;
- Color bkgd_bottom;
int width;
int height;
- int bkgd_speed;
- int start_pos_x;
- int start_pos_y;
+ Vector start_pos;
float gravity;
- bool back_scrolling;
- float hor_autoscroll_speed;
/** A collection of points to which Tux can be reset after a lost live */
std::vector<ResetPoint> reset_points;
*/
int load(const std::string& filename, World* world);
- void load_gfx();
-
void load_song();
void free_song();
MusicRef get_level_music();
/** Resize the level to a new width/height */
void resize(int new_width, int new_height);
- /* Draw background */
- void draw_bg();
-
/** Return the id of the tile at position x/y */
unsigned int gettileid(float x, float y) const;
/** returns the id of the tile at position x,y