#include <iostream>
#include <cmath>
-#include "app/globals.h"
#include "tile.h"
#include "tile_manager.h"
-#include "gameloop.h"
+#include "game_session.h"
#include "gameobjs.h"
-#include "special/sprite_manager.h"
+#include "sprite/sprite_manager.h"
#include "resources.h"
#include "sector.h"
#include "tilemap.h"
#include "video/drawing_context.h"
#include "camera.h"
+#include "main.h"
BouncyCoin::BouncyCoin(const Vector& pos)
: position(pos)
}
void
-BouncyCoin::action(float elapsed_time)
+BouncyCoin::update(float elapsed_time)
{
position.y += -200 * elapsed_time;
}
void
-BrokenBrick::action(float elapsed_time)
+BrokenBrick::update(float elapsed_time)
{
position += movement * elapsed_time;
}
void
-FloatingText::action(float elapsed_time)
+FloatingText::update(float elapsed_time)
{
position.y -= 1.4 * elapsed_time;
}
void
-SmokeCloud::action(float elapsed_time)
+SmokeCloud::update(float elapsed_time)
{
position.y -= 120 * elapsed_time;
}
void
-Particles::action(float elapsed_time)
+Particles::update(float elapsed_time)
{
Vector camera = Sector::current()->camera->get_translation();
(*i)->vel.x += accel.x * elapsed_time;
(*i)->vel.y += accel.y * elapsed_time;
- if((*i)->pos.x < camera.x || (*i)->pos.x > screen->w + camera.x ||
- (*i)->pos.y < camera.y || (*i)->pos.y > screen->h + camera.y) {
+ if((*i)->pos.x < camera.x || (*i)->pos.x > SCREEN_WIDTH + camera.x ||
+ (*i)->pos.y < camera.y || (*i)->pos.y > SCREEN_HEIGHT + camera.y) {
delete (*i);
i = particles.erase(i);
} else {