#include "object/camera.h"
#include "object/background.h"
#include "object/particlesystem.h"
+#include "object/particlesystem_interactive.h"
#include "object/tilemap.h"
#include "lisp/parser.h"
#include "lisp/lisp.h"
player = new Player(&player_status);
add_object(player);
+#ifdef USE_GRID
grid = new CollisionGrid(32000, 32000);
+#else
+ grid = 0;
+#endif
}
Sector::~Sector()
RainParticleSystem* partsys = new RainParticleSystem();
partsys->parse(reader);
return partsys;
+ } else if(name == "particles-comets") {
+ CometParticleSystem* partsys = new CometParticleSystem();
+ partsys->parse(reader);
+ return partsys;
+ } else if(name == "particles-ghosts") {
+ GhostParticleSystem* partsys = new GhostParticleSystem();
+ partsys->parse(reader);
+ return partsys;
} else if(name == "particles-clouds") {
CloudParticleSystem* partsys = new CloudParticleSystem();
partsys->parse(reader);
// Run init script
if(init_script != "") {
- try {
- ScriptInterpreter* interpreter
- = new ScriptInterpreter(GameSession::current()->get_working_directory());
- interpreter->register_sector(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);
}
}
std::remove(bullets.begin(), bullets.end(), bullet),
bullets.end());
}
+#ifdef USE_GRID
MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
if(movingobject) {
grid->remove_object(movingobject);
}
+#endif
delete *i;
i = gameobjects.erase(i);
}
if(bullet)
bullets.push_back(bullet);
+#ifdef USE_GRID
MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
if(movingobject)
grid->add_object(movingobject);
+#endif
TileMap* tilemap = dynamic_cast<TileMap*> (object);
if(tilemap && tilemap->is_solid()) {
context.pop_transform();
}
-static const float DELTA = .001;
+static const float DELTA = .0001;
void
Sector::collision_tilemap(MovingObject* object, int depth)
void
Sector::load_music()
{
- level_song = sound_manager->load_music(
- get_resource_filename("/music/" + song_title));
+ level_song = sound_manager->load_music("/music/" + song_title);
}
void
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
- if(badguy)
+ if (badguy && badguy->countMe)
total_badguys++;
}