#include <string>
#include <vector>
+#include "direction.h"
#include "math/vector.h"
#include "audio/musicref.h"
#include "video/drawing_context.h"
-#include "defines.h"
using namespace SuperTux;
class Bullet;
class CollisionGrid;
-struct SpawnPoint
+class SpawnPoint
{
+public:
std::string name;
Vector pos;
};
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();
bool add_smoke_cloud(const Vector& pos);
void add_floating_text(const Vector& pos, const std::string& text);
- /** @evil@ but can#t always be avoided in current design... */
+ /** @evil@ but can't always be avoided in current design... */
static Sector* current()
{ return _current; }
public: // TODO make this private again
typedef std::vector<GameObject*> GameObjects;
GameObjects gameobjects;
+ typedef std::vector<SpawnPoint*> SpawnPoints;
+ SpawnPoints spawnpoints;
Rectangle get_active_region();
/// container for newly created objects, they'll be added in Sector::action
GameObjects gameobjects_new;
- typedef std::vector<SpawnPoint*> SpawnPoints;
- SpawnPoints spawnpoints;
-
int currentmusic;
CollisionGrid* grid;