#include <vector>
#include <stdint.h>
+#include <string>
#include "game_object.hpp"
#include "serializable.hpp"
#include "math/vector.hpp"
#include "video/drawing_context.hpp"
+#include "object/path.hpp"
+#include "object/path_walker.hpp"
+#include "script_interface.hpp"
namespace lisp {
class Lisp;
/**
* This class is reponsible for drawing the level tiles
*/
-class TileMap : public GameObject, public Serializable
+class TileMap : public GameObject, public Serializable, public ScriptInterface
{
public:
TileMap();
TileMap(const lisp::Lisp& reader, TileManager* tile_manager = 0);
- TileMap(int layer_, bool solid_, size_t width_, size_t height_);
+ TileMap(std::string name, int z_pos, bool solid_, size_t width_, size_t height_);
virtual ~TileMap();
virtual void write(lisp::Writer& writer);
virtual void update(float elapsed_time);
virtual void draw(DrawingContext& context);
+ /** Move tilemap until at given node, then stop */
+ void goto_node(int node_no);
+
+ /** Start moving tilemap */
+ void start_moving();
+
+ /** Stop tilemap at next node */
+ void stop_moving();
+
+ virtual void expose(HSQUIRRELVM vm, SQInteger table_idx);
+ virtual void unexpose(HSQUIRRELVM vm, SQInteger table_idx);
+
void set(int width, int height, const std::vector<unsigned int>& vec,
- int layer, bool solid);
+ int z_pos, bool solid);
/** resizes the tilemap to a new width and height (tries to not destroy the
* existing map)
size_t get_height() const
{ return height; }
+ float get_x_offset() const
+ { return x_offset; }
+
+ float get_y_offset() const
+ { return y_offset; }
+
+ void set_x_offset(float x_offset)
+ { this->x_offset = x_offset; }
+
+ void set_y_offset(float y_offset)
+ { this->y_offset = y_offset; }
+
int get_layer() const
- { return layer; }
-
+ { return z_pos; }
+
bool is_solid() const
{ return solid; }
+ /**
+ * Changes Tilemap's solidity, i.e. whether to consider it when doing collision detection.
+ */
+ void set_solid(bool solid = true);
+
/// returns tile in row y and column y (of the tilemap)
const Tile* get_tile(int x, int y) const;
/// returns tile at position pos (in world coordinates)
return drawing_effect;
}
+ /**
+ * Start fading the tilemap to opacity given by @c alpha.
+ * Destination opacity will be reached after @c seconds seconds.
+ */
+ void fade(float alpha, float seconds = 0);
+
private:
typedef std::vector<uint32_t> Tiles;
Tiles tiles;
-
+
private:
TileManager* tilemanager;
bool solid;
float speed;
int width, height;
- int layer;
+ int z_pos;
+ float x_offset;
+ float y_offset;
DrawingEffect drawing_effect;
+ float alpha; /**< requested tilemap opacity */
+ float current_alpha; /**< current tilemap opacity */
+ float remaining_fade_time; /**< seconds until requested tilemap opacity is reached */
+
+ std::auto_ptr<Path> path;
+ std::auto_ptr<PathWalker> walker;
+
+ DrawingContext::Target draw_target; /**< set to LIGHTMAP to draw to lightmap */
};
#endif /*SUPERTUX_TILEMAP_H*/
-