// 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 __SECTOR_H__
-#define __SECTOR_H__
+
+#ifndef SUPERTUX_SECTOR_H
+#define SUPERTUX_SECTOR_H
#include <string>
#include <vector>
-#include "vector.h"
+
+#include "math/vector.h"
#include "badguy.h"
#include "special.h"
-#include "musicref.h"
-#include "screen/drawing_context.h"
+#include "audio/musicref.h"
+#include "video/drawing_context.h"
+
+using namespace SuperTux;
+namespace SuperTux {
class GameObject;
+class LispReader;
+}
+
class InteractiveObject;
class Background;
class Player;
class TileMap;
class Upgrade;
class Bullet;
+class SmokeCloud;
+class Particles;
class BadGuy;
-class Vector;
-class LispReader;
class Tile;
struct SpawnPoint
Vector pos;
};
+enum {
+ NONE_ENDSEQ_ANIM,
+ FIREWORKS_ENDSEQ_ANIM
+ };
+
/** This class holds a sector (a part of a level) and all the game objects
* (badguys, player, background, tilemap, ...)
*/
/// 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 action(float elapsed_time);
+ void update_game_objects();
+
void draw(DrawingContext& context);
/// adds a gameobject
void add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind);
bool add_bullet(const Vector& pos, float xm, Direction dir);
+ bool add_smoke_cloud(const Vector& pos);
+ bool add_particles(const Vector& epicenter, const Vector& velocity, const Vector& acceleration, int number, Color color, int size, int life_time);
/** Try to grab the coin at the given coordinates */
void trygrabdistro(const Vector& pos, int bounciness);
the tile which the badguy is walking on an killing him this way */
void trybumpbadguy(const Vector& pos);
+ /** Flip the all the sector vertically. The purpose of this is to let
+ player to play the same level in a different way :) */
+ void do_vertical_flip();
+
+ /** Get end sequence animation */
+ int end_sequence_animation()
+ { return end_sequence_animation_type; }
+
/** @evil@ */
static Sector* current()
{ return _current; }
+ /** Get total number of some stuff */
+ int get_total_badguys();
+
private:
void load_music();
MusicRef level_song;
MusicRef level_song_fast;
+ int end_sequence_animation_type;
+
public:
std::string song_title;
float gravity;
std::vector<Upgrade*> upgrades;
std::vector<Bullet*> bullets;
+ std::vector<SmokeCloud*> smoke_clouds;
+ std::vector<Particles*> particles;
public: // ugly
typedef std::vector<InteractiveObject*> InteractiveObjects;
InteractiveObjects interactive_objects;
typedef std::vector<GameObject*> GameObjects;
GameObjects gameobjects;
+ GameObjects gameobjects_new; // For newly created objects
private:
typedef std::vector<SpawnPoint*> SpawnPoints;