#include <vector>
#include "math/vector.h"
-#include "badguy.h"
-#include "special.h"
#include "audio/musicref.h"
#include "video/drawing_context.h"
+#include "defines.h"
using namespace SuperTux;
namespace SuperTux {
class GameObject;
class LispReader;
+class LispWriter;
+class Sprite;
+class Rectangle;
}
class InteractiveObject;
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, ...)
*/
const std::string& get_name() const
{ return name; }
+ /// tests if a given rectangle is inside the sector
+ bool inside(const Rectangle& rectangle) const;
+
void play_music(int musictype);
int get_music_type();
collision_handlers, which the collision_objects provide for this
case (or not). */
void collision_handler();
-
+
void add_score(const Vector& pos, int s);
- void add_bouncy_distro(const Vector& pos);
- void add_broken_brick(const Vector& pos, Tile* tile);
- void add_broken_brick_piece(const Vector& pos,
- const Vector& movement, Tile* tile);
- void add_bouncy_brick(const Vector& pos);
-
- BadGuy* add_bad_guy(float x, float y, BadGuyKind kind, bool activate);
-
- 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, int min_angle, int max_angle, const Vector& initial_velocity, const Vector& acceleration, int number, Color color, int size, int life_time, int drawing_layer);
void add_floating_text(const Vector& pos, const std::string& text);
- /** Try to grab the coin at the given coordinates */
- void trygrabdistro(const Vector& pos, int bounciness);
-
- /** Try to break the brick at the given coordinates */
- bool trybreakbrick(const Vector& pos, bool small);
-
- /** Try to get the content out of a bonus box, thus emptying it */
- void tryemptybox(const Vector& pos, Direction col_side);
-
- /** Try to bumb a badguy that might we walking above Tux, thus shaking
- 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@ */
+ /** @evil@ but can#t always be avoided in current design... */
static Sector* current()
{ return _current; }
- /** Get total number of some stuff */
+ /** Get total number of badguys */
int get_total_badguys();
private:
+ void collision_tilemap(MovingObject* object, int depth);
+ void collision_object(MovingObject* object1, MovingObject* object2);
+
void load_music();
+ GameObject* parseObject(const std::string& name, LispReader& reader);
static Sector* _current;
MusicRef level_song;
MusicRef level_song_fast;
- int end_sequence_animation_type;
-
public:
std::string song_title;
float gravity;
Camera* camera;
private:
- typedef std::vector<BadGuy*> BadGuys;
- BadGuys badguys;
- typedef std::vector<Trampoline*> Trampolines;
- Trampolines trampolines;
- typedef std::vector<FlyingPlatform*> FlyingPlatforms;
- FlyingPlatforms flying_platforms;
-
- std::vector<Upgrade*> upgrades;
std::vector<Bullet*> bullets;
- std::vector<SmokeCloud*> smoke_clouds;
- std::vector<Particles*> particles;
-public: // ugly
+public: // TODO make this private again
typedef std::vector<InteractiveObject*> InteractiveObjects;
InteractiveObjects interactive_objects;
typedef std::vector<GameObject*> GameObjects;
GameObjects gameobjects;
- GameObjects gameobjects_new; // For newly created objects
private:
+ void fix_old_tiles();
+
+ /// container for newly created objects, they'll be added in Sector::action
+ GameObjects gameobjects_new;
+
typedef std::vector<SpawnPoint*> SpawnPoints;
SpawnPoints spawnpoints;
- int distro_counter;
- bool counting_distros;
int currentmusic;
};