#include "object/camera.h"
#include "object/background.h"
#include "object/particlesystem.h"
+#include "object/particlesystem_absolute.h"
#include "object/tilemap.h"
#include "lisp/parser.h"
#include "lisp/lisp.h"
#include "collision_grid_iterator.h"
#include "object_factory.h"
#include "collision.h"
+#include "spawn_point.h"
#include "math/rect.h"
#include "math/aatriangle.h"
#include "object/coin.h"
RainParticleSystem* partsys = new RainParticleSystem();
partsys->parse(reader);
return partsys;
+ } else if(name == "particles-ghost") {
+ GhostParticleSystem* partsys = new GhostParticleSystem();
+ partsys->parse(reader);
+ return partsys;
} else if(name == "particles-clouds") {
CloudParticleSystem* partsys = new CloudParticleSystem();
partsys->parse(reader);
iter.value()->get(song_title);
load_music();
} else if(token == "spawnpoint") {
- const lisp::Lisp* spawnpoint_lisp = iter.lisp();
-
- SpawnPoint* sp = new SpawnPoint;
- spawnpoint_lisp->get("name", sp->name);
- spawnpoint_lisp->get("x", sp->pos.x);
- spawnpoint_lisp->get("y", sp->pos.y);
+ SpawnPoint* sp = new SpawnPoint(iter.lisp());
spawnpoints.push_back(sp);
} else if(token == "init-script") {
iter.value()->get(init_script);
// Run init script
if(init_script != "") {
- try {
- ScriptInterpreter* interpreter = new ScriptInterpreter(this);
- std::string sourcename = std::string("Sector(") + name + ") - init";
- std::istringstream in(init_script);
- interpreter->load_script(in, sourcename);
- interpreter->start_script();
- add_object(interpreter);
- init_script = "";
- } catch(std::exception& e) {
- std::cerr << "Couldn't execute init script: " << e.what() << "\n";
- }
+ ScriptInterpreter::add_script_object(this,
+ std::string("Sector(") + name + ") - init", init_script);
}
}
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
- if(badguy)
+ if (badguy && badguy->countMe)
total_badguys++;
}