#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();
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 z_pos, bool solid);
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;
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*/