// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
#ifndef SUPERTUX_SECTOR_H
#define SUPERTUX_SECTOR_H
#include "audio/musicref.h"
#include "video/drawing_context.h"
-using namespace SuperTux;
-
-namespace SuperTux {
-class GameObject;
-class Sprite;
-class Rectangle;
-}
namespace lisp {
class Lisp;
class Writer;
}
+class Rectangle;
+class Sprite;
+class GameObject;
class Player;
class Camera;
class TileMap;
Vector pos;
};
+enum MusicType {
+ LEVEL_MUSIC,
+ HERRING_MUSIC
+};
+
/** This class holds a sector (a part of a level) and all the game objects
* (badguys, player, background, tilemap, ...)
*/
void write(lisp::Writer& writer);
/// activates this sector (change music, intialize player class, ...)
- void activate(const std::string& spawnpoint = "main");
- /// get best spawn point
- Vector get_best_spawn_point(Vector pos);
+ void activate(const std::string& spawnpoint);
+ void activate(const Vector& player_pos);
void action(float elapsed_time);
void update_game_objects();
/// tests if a given rectangle is inside the sector
bool inside(const Rectangle& rectangle) const;
- void play_music(int musictype);
- int get_music_type();
+ void play_music(MusicType musictype);
+ MusicType get_music_type();
/** Checks for all possible collisions. And calls the
collision_handlers, which the collision_objects provide for this
std::string name;
MusicRef level_song;
- MusicRef level_song_fast;
public:
std::string song_title;
/// container for newly created objects, they'll be added in Sector::action
GameObjects gameobjects_new;
-
- int currentmusic;
+
+ MusicType currentmusic;
CollisionGrid* grid;
};