#include "scene.h"
#include "tile.h"
#include "sprite.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "camera.h"
#include "gameobjs.h"
#include "screen/screen.h"
if (isbrick(base.x, base.y) ||
isfullbox(base.x, base.y))
{
- World::current()->trygrabdistro(base.x, base.y - 32, BOUNCE);
- World::current()->trybumpbadguy(base.x, base.y - 64);
+ Sector::current()->trygrabdistro(
+ Vector(base.x, base.y - 32), BOUNCE);
+ Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64));
- World::current()->trybreakbrick(base.x, base.y, size == SMALL);
+ Sector::current()->trybreakbrick(
+ Vector(base.x, base.y), size == SMALL);
bumpbrick(base.x, base.y);
- World::current()->tryemptybox(base.x, base.y, RIGHT);
+ Sector::current()->tryemptybox(Vector(base.x, base.y), RIGHT);
}
if (isbrick(base.x+ 31, base.y) ||
isfullbox(base.x+ 31, base.y))
{
- World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
- World::current()->trybumpbadguy(base.x+ 31, base.y - 64);
+ Sector::current()->trygrabdistro(
+ Vector(base.x+ 31, base.y - 32), BOUNCE);
+ Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64));
if(size == BIG)
- World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL);
+ Sector::current()->trybreakbrick(
+ Vector(base.x+ 31, base.y), size == SMALL);
bumpbrick(base.x+ 31, base.y);
- World::current()->tryemptybox(base.x+ 31, base.y, LEFT);
+ Sector::current()->tryemptybox(Vector(base.x+ 31, base.y), LEFT);
}
}
/* In case the player has pressed Down while in a certain range of air,
enable butt jump action */
if (input.down == DOWN && !butt_jump)
- if(tiles_on_air(TILES_FOR_BUTTJUMP))
+ if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
butt_jump = true;
/* When Down is not held anymore, disable butt jump */
if(butt_jump && input.down == UP)
butt_jump = false;
+ // Do butt jump
if (butt_jump && on_ground() && size == BIG)
{
- if(World::current()->trybreakbrick(base.x, base.y + base.height, false)
- || World::current()->trybreakbrick(
- base.x + base.width, base.y + base.height, false)) {
- // make tux jumping a little bit again after breaking the bricks
- physic.set_velocity_y(2);
+ butt_jump = false;
+
+ // Break bricks beneath Tux
+ if(Sector::current()->trybreakbrick(
+ Vector(base.x + 1, base.y + base.height), false)
+ || Sector::current()->trybreakbrick(
+ Vector(base.x + base.width - 1, base.y + base.height), false))
+ {
+ physic.set_velocity_y(2);
+ butt_jump = true;
+ }
+
+ // Kill nearby badguys
+ std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
+ for (std::vector<GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end();
+ i++)
+ {
+ BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+ if(badguy)
+ {
+ if (fabsf(base.x - badguy->base.x) < 300 &&
+ fabsf(base.y - badguy->base.y) < 300 &&
+ (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) ||
+ issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height)))
+ badguy->kill_me(25);
+ }
}
-// butt_jump = false; // comment this, in case you won't to disable the continued use of buttjump
}
if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
/* Shoot! */
if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
{
- if(World::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
+ if(Sector::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
physic.get_velocity_x(), dir))
shooting_timer.start(SHOOTING_TIME);
input.old_fire = DOWN;
/* Grab distros: */
if (!dying)
{
- World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE);
- World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
+ Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE);
+ Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), NO_BOUNCE);
- World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE);
- World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE);
+ Sector::current()->trygrabdistro(
+ Vector(base.x, base.y + base.height), NO_BOUNCE);
+ Sector::current()->trygrabdistro(
+ Vector(base.x+ 31, base.y + base.height), NO_BOUNCE);
if(size == BIG)
{
- World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE);
- World::current()->trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE);
+ Sector::current()->trygrabdistro(
+ Vector(base.x, base.y + base.height / 2), NO_BOUNCE);
+ Sector::current()->trygrabdistro(
+ Vector(base.x+ 31, base.y + base.height / 2), NO_BOUNCE);
}
}
}
void
-Player::check_bounds(DrawingContext& viewport)
+Player::check_bounds(Camera* camera)
{
/* Keep tux in bounds: */
if (base.x < 0)
}
/* Keep in-bounds, vertically: */
- if (base.y > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32)
+ if (base.y > Sector::current()->solids->get_height() * 32)
{
kill(KILL);
return;
bool adjust = false;
// can happen if back scrolling is disabled
- if(base.x < viewport.get_translation().x) {
- base.x = viewport.get_translation().x;
+ if(base.x < camera->get_translation().x) {
+ base.x = camera->get_translation().x;
adjust = true;
}
- if(base.x >= viewport.get_translation().x + screen->w - base.width) {
- base.x = viewport.get_translation().x + screen->w - base.width;
+ if(base.x >= camera->get_translation().x + screen->w - base.width) {
+ base.x = camera->get_translation().x + screen->w - base.width;
adjust = true;
}
}
}
-// EOF //
-