#include "video/surface.h"
#include "timer.h"
-#include "scene.h"
-#include "math/physic.h"
-#include "special/game_object.h"
-#include "special/moving_object.h"
+#include "physic.h"
+#include "game_object.h"
+#include "moving_object.h"
#include "serializable.h"
/* Bounciness of distros: */
#define NO_BOUNCE 0
#define BOUNCE 1
-namespace SuperTux {
class Sprite;
-}
class BouncyCoin : public GameObject
{
public:
BouncyCoin(const Vector& pos);
~BouncyCoin();
- virtual void action(float elapsed_time);
+ virtual void update(float elapsed_time);
virtual void draw(DrawingContext& context);
private:
Sprite* sprite;
Vector position;
- Timer2 timer;
+ Timer timer;
};
class BrokenBrick : public GameObject
BrokenBrick(Sprite* sprite, const Vector& pos, const Vector& movement);
~BrokenBrick();
- virtual void action(float elapsed_time);
+ virtual void update(float elapsed_time);
virtual void draw(DrawingContext& context);
private:
- Timer2 timer;
+ Timer timer;
Sprite* sprite;
Vector position;
Vector movement;
FloatingText(const Vector& pos, const std::string& text_);
FloatingText(const Vector& pos, int s); // use this for score, for instance
- virtual void action(float elapsed_time);
+ virtual void update(float elapsed_time);
virtual void draw(DrawingContext& context);
private:
Vector position;
std::string text;
- Timer2 timer;
+ Timer timer;
};
extern Sprite *img_smoke_cloud;
public:
SmokeCloud(const Vector& pos);
- virtual void action(float elapsed_time);
+ virtual void update(float elapsed_time);
virtual void draw(DrawingContext& context);
private:
- Timer2 timer;
+ Timer timer;
Vector position;
};
int number, Color color, int size, float life_time, int drawing_layer);
~Particles();
- virtual void action(float elapsed_time);
+ virtual void update(float elapsed_time);
virtual void draw(DrawingContext& context);
private:
Vector accel;
- Timer2 timer;
+ Timer timer;
bool live_forever;
Color color;