#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"
Sector::Sector()
: gravity(10), player(0), solids(0), camera(0),
- interpreter(0), currentmusic(LEVEL_MUSIC)
+ currentmusic(LEVEL_MUSIC)
{
song_title = "Mortimers_chipdisko.mod";
player = new Player(&player_status);
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 {
- // TODO we should keep the interpreter across sessions (or some variables)
- // so that you can store information across levels/sectors...
- delete interpreter;
- interpreter = 0;
- interpreter = new ScriptInterpreter();
-
- // expose ScriptedObjects to the script
- for(GameObjects::iterator i = gameobjects.begin();
- i != gameobjects.end(); ++i) {
- GameObject* object = *i;
- Scripting::ScriptedObject* scripted_object
- = dynamic_cast<Scripting::ScriptedObject*> (object);
- if(!scripted_object)
- continue;
-
- std::cout << "Exposing " << scripted_object->get_name() << "\n";
- interpreter->expose_object(scripted_object,
- scripted_object->get_name(),
- "ScriptedObject");
- }
- Scripting::Sound* sound = new Scripting::Sound();
- interpreter->expose_object(sound, "Sound", "Sound");
- TextObject* text_object = new TextObject();
- add_object(text_object);
- Scripting::Text* text = static_cast<Scripting::Text*> (text_object);
- interpreter->expose_object(text, "Text", "Text");
-
- std::string sourcename = std::string("Sector(") + name + ") - init";
- std::istringstream in(init_script);
- printf("Load script.\n");
- interpreter->load_script(in, sourcename);
- printf("run script.\n");
- interpreter->run_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);
}
}
}
void
-Sector::action(float elapsed_time)
+Sector::update(float elapsed_time)
{
- if(interpreter)
- interpreter->update();
-
player->check_bounds(camera);
#if 0
if(!object->is_valid())
continue;
- object->action(elapsed_time);
+ object->update(elapsed_time);
}
#else
/* update objects */
if(!object->is_valid())
continue;
- object->action(elapsed_time);
+ object->update(elapsed_time);
}
#endif
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
- if(badguy)
+ if (badguy && badguy->countMe)
total_badguys++;
}