class Writer;
}
-class InteractiveObject;
-class Background;
class Player;
class Camera;
-class Trampoline;
-class FlyingPlatform;
class TileMap;
-class Upgrade;
class Bullet;
-class SmokeCloud;
-class Particles;
-class BadGuy;
-class Tile;
+class CollisionGrid;
struct SpawnPoint
{
/** Get total number of badguys */
int get_total_badguys();
-private:
+ // make this private again soon
void collision_tilemap(MovingObject* object, int depth);
+
+private:
void collision_object(MovingObject* object1, MovingObject* object2);
void load_music();
std::vector<Bullet*> bullets;
public: // TODO make this private again
- typedef std::vector<InteractiveObject*> InteractiveObjects;
- InteractiveObjects interactive_objects;
typedef std::vector<GameObject*> GameObjects;
GameObjects gameobjects;
+ Rectangle get_active_region();
+
private:
void fix_old_tiles();
SpawnPoints spawnpoints;
int currentmusic;
+
+ CollisionGrid* grid;
};
#endif