#include "gameloop.h"
#include "resources.h"
#include "statistics.h"
+#include "collision_grid.h"
+#include "collision_grid_iterator.h"
#include "special/collision.h"
#include "math/rectangle.h"
#include "math/aatriangle.h"
#include "badguy/snowball.h"
#include "badguy/bouncing_snowball.h"
#include "badguy/flame.h"
+#include "badguy/flyingsnowball.h"
#include "badguy/mriceblock.h"
#include "badguy/mrbomb.h"
#include "badguy/dispenser.h"
song_title = "Mortimers_chipdisko.mod";
player = new Player();
add_object(player);
+
+ grid = new CollisionGrid(32000, 32000);
}
Sector::~Sector()
update_game_objects();
assert(gameobjects_new.size() == 0);
+ delete grid;
+
for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
++i) {
delete *i;
return new Door(reader);
} else if(name == "secretarea") {
return new SecretAreaTrigger(reader);
+ } else if(name == "sequencetrigger") {
+ return new SequenceTrigger(reader);
} else if(name == "platform") {
return new Platform(reader);
} else if(name == "jumpy" || name == "money") {
return new BouncingSnowball(reader);
} else if(name == "flame") {
return new Flame(reader);
+ } else if(name == "flyingsnowball") {
+ return new FlyingSnowBall(reader);
} else if(name == "mriceblock") {
return new MrIceBlock(reader);
} else if(name == "mrbomb") {
return best_reset_point;
}
+Rectangle
+Sector::get_active_region()
+{
+ return Rectangle(
+ camera->get_translation() - Vector(1600, 1200),
+ camera->get_translation() + Vector(1600, 1200));
+}
+
void
Sector::action(float elapsed_time)
{
player->check_bounds(camera);
-
+
+#if 0
+ CollisionGridIterator iter(*grid, get_active_region());
+ while(MovingObject* object = iter.next()) {
+ if(!object->is_valid())
+ continue;
+
+ object->action(elapsed_time);
+ }
+#else
/* update objects */
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
object->action(elapsed_time);
}
-
+#endif
+
/* Handle all possible collisions. */
collision_handler();
update_game_objects();
/** cleanup marked objects */
for(std::vector<GameObject*>::iterator i = gameobjects.begin();
i != gameobjects.end(); /* nothing */) {
- if((*i)->is_valid() == false) {
- Bullet* bullet = dynamic_cast<Bullet*> (*i);
- if(bullet) {
- bullets.erase(
- std::remove(bullets.begin(), bullets.end(), bullet),
- bullets.end());
- }
- delete *i;
- i = gameobjects.erase(i);
- } else {
+ GameObject* object = *i;
+
+ if(object->is_valid()) {
++i;
+ continue;
+ }
+
+ Bullet* bullet = dynamic_cast<Bullet*> (object);
+ if(bullet) {
+ bullets.erase(
+ std::remove(bullets.begin(), bullets.end(), bullet),
+ bullets.end());
}
+ MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
+ if(movingobject) {
+ grid->remove_object(movingobject);
+ }
+ delete *i;
+ i = gameobjects.erase(i);
}
/* add newly created objects */
for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
i != gameobjects_new.end(); ++i)
{
- Bullet* bullet = dynamic_cast<Bullet*> (*i);
+ GameObject* object = *i;
+
+ Bullet* bullet = dynamic_cast<Bullet*> (object);
if(bullet)
bullets.push_back(bullet);
- TileMap* tilemap = dynamic_cast<TileMap*> (*i);
+ MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
+ if(movingobject)
+ grid->add_object(movingobject);
+
+ TileMap* tilemap = dynamic_cast<TileMap*> (object);
if(tilemap && tilemap->is_solid()) {
if(solids == 0) {
solids = tilemap;
}
}
- Camera* camera = dynamic_cast<Camera*> (*i);
+ Camera* camera = dynamic_cast<Camera*> (object);
if(camera) {
if(this->camera != 0) {
std::cerr << "Warning: Multiple cameras added. Ignoring.";
this->camera = camera;
}
- gameobjects.push_back(*i);
+ gameobjects.push_back(object);
}
gameobjects_new.clear();
}
{
context.push_transform();
context.set_translation(camera->get_translation());
-
+
+#if 0
+ CollisionGridIterator iter(*grid, get_active_region());
+ while(MovingObject* object = iter.next()) {
+ if(!object->is_valid())
+ continue;
+
+ object->draw(context);
+ }
+#else
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
GameObject* object = *i;
object->draw(context);
}
+#endif
context.pop_transform();
}
void
Sector::collision_handler()
{
+#if 0
+ grid->check_collisions();
+#else
for(std::vector<GameObject*>::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
GameObject* gameobject = *i;
movingobject->bbox.move(movingobject->get_movement());
movingobject->movement = Vector(0, 0);
}
+#endif
}
bool