#include "app/globals.h"
#include "sector.h"
+#include "player_status.h"
#include "object/gameobjs.h"
#include "object/camera.h"
#include "object/background.h"
#include "badguy/spike.h"
#include "trigger/sequence_trigger.h"
+//#define USE_GRID
+
Sector* Sector::_current = 0;
Sector::Sector()
SnowParticleSystem* partsys = new SnowParticleSystem();
partsys->parse(reader);
return partsys;
+ } else if(name == "particles-rain") {
+ RainParticleSystem* partsys = new RainParticleSystem();
+ partsys->parse(reader);
+ return partsys;
} else if(name == "particles-clouds") {
CloudParticleSystem* partsys = new CloudParticleSystem();
partsys->parse(reader);
add_object(new CloudParticleSystem());
else if(particlesystem == "snow")
add_object(new SnowParticleSystem());
+ else if(particlesystem == "rain")
+ add_object(new RainParticleSystem());
Vector startpos(100, 170);
reader.get("start_pos_x", startpos.x);
void
Sector::collision_handler()
{
-#if 0
+#ifdef USE_GRID
grid->check_collisions();
#else
for(std::vector<GameObject*>::iterator i = gameobjects.begin();
bool
Sector::add_bullet(const Vector& pos, float xm, Direction dir)
{
+ // TODO remove this function and move these checks elsewhere...
+ static const size_t MAX_FIRE_BULLETS = 2;
+ static const size_t MAX_ICE_BULLETS = 1;
+
if(player->got_power == Player::FIRE_POWER) {
if(bullets.size() > MAX_FIRE_BULLETS-1)
return false;
Sector::get_total_badguys()
{
int total_badguys = 0;
-#if 0
- for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
- {
+ for(GameObjects::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i) {
BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
if(badguy)
total_badguys++;
- }
-#endif
+ }
+
return total_badguys;
}