Sector();
~Sector();
- /// create new sector
- static Sector *create(const std::string& name, size_t width, size_t height);
/// read sector from lisp file
void parse(LispReader& reader);
void parse_old_format(LispReader& reader);
/// adds a gameobject
void add_object(GameObject* object);
+ void set_name(const std::string& name)
+ { this->name = name; }
const std::string& get_name() const
{ return name; }
case (or not). */
void collision_handler();
- void add_score(const Vector& pos, int s);
-
bool add_bullet(const Vector& pos, float xm, Direction dir);
bool add_smoke_cloud(const Vector& pos);
void add_floating_text(const Vector& pos, const std::string& text);
- /** 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();
-
/** @evil@ but can#t always be avoided in current design... */
static Sector* current()
{ return _current; }
// some special objects, where we need direct access
Player* player;
TileMap* solids;
- Background* background;
Camera* camera;
private: