#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 "object/invisible_block.h"
#include "object/platform.h"
#include "object/bullet.h"
+#include "object/rock.h"
#include "badguy/jumpy.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"
#include "trigger/door.h"
#include "trigger/sequence_trigger.h"
#include "trigger/secretarea_trigger.h"
+#include "gameobjs_bridge.h"
Sector* Sector::_current = 0;
CloudParticleSystem* partsys = new CloudParticleSystem();
partsys->parse(reader);
return partsys;
- } else if(name == "door") {
- return new Door(reader);
} else if(name == "secretarea") {
return new SecretAreaTrigger(reader);
- } else if(name == "platform") {
- return new Platform(reader);
- } else if(name == "jumpy" || name == "money") {
- return new Jumpy(reader);
- } else if(name == "snowball") {
- return new SnowBall(reader);
- } else if(name == "bouncingsnowball") {
- return new BouncingSnowball(reader);
- } else if(name == "flame") {
- return new Flame(reader);
- } else if(name == "mriceblock") {
- return new MrIceBlock(reader);
- } else if(name == "mrbomb") {
- return new MrBomb(reader);
- } else if(name == "dispenser") {
- return new Dispenser(reader);
- } else if(name == "spike") {
- return new Spike(reader);
- } else if(name == "spiky") {
- return new Spiky(reader);
- } else if(name == "nolok_01") {
- return new Nolok_01(reader);
- }
-
- std::cerr << "Unknown object type '" << name << "'.\n";
+ } else if(name == "sequencetrigger") {
+ return new SequenceTrigger(reader);
+ } else if(is_object(name)) {
+ return create_object(object_name_to_type(name), reader);
+ } else
+ std::cerr << "Unknown object type '" << name << "'.\n";
return 0;
}
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();
{
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();
}