#include "SDL.h"
#include "defines.h"
#include "special.h"
+#include "camera.h"
#include "gameloop.h"
-#include "screen.h"
+#include "screen/screen.h"
#include "sound.h"
#include "scene.h"
#include "globals.h"
#include "player.h"
+#include "sector.h"
#include "sprite_manager.h"
#include "resources.h"
#define BULLET_STARTING_YM 0
#define BULLET_XM 6
-Bullet::Bullet(DisplayManager& display_manager, const Vector& pos, float xm,
- int dir, int kind_)
+Bullet::Bullet(const Vector& pos, float xm, int dir, int kind_)
{
- display_manager.add_drawable(this, LAYER_OBJECTS);
-
life_count = 3;
base.width = 4;
base.height = 4;
+
+ if (kind == ICE_BULLET)
+ life_count = 6; //ice-bullets get "extra lives" for bumping off walls
if (dir == RIGHT)
{
physic.set_velocity_x(-BULLET_XM + xm);
}
- base.y = pos.y + base.height/2;
+ base.y = pos.y;
physic.set_velocity_y(-BULLET_STARTING_YM);
old_base = base;
kind = kind_;
physic.set_velocity_y(-9);
float scroll_x =
- World::current()->camera->get_translation().x;
+ Sector::current()->camera->get_translation().x;
float scroll_y =
- World::current()->camera->get_translation().y;
+ Sector::current()->camera->get_translation().y;
if (base.x < scroll_x ||
base.x > scroll_x + screen->w ||
base.y < scroll_y ||
base.y > scroll_y + screen->h ||
- issolid(base.x + 4, base.y + 2) ||
- issolid(base.x, base.y + 2) ||
life_count <= 0)
{
remove_me();
}
+ if (issolid(base.x + 4, base.y + 2) ||
+ issolid(base.x, base.y + 2))
+ {
+ if (kind == FIRE_BULLET)
+ remove_me();
+ else if (kind == ICE_BULLET)
+ {
+ physic.set_velocity_x(physic.get_velocity_x() * -1);
+ }
+ }
}
void
-Bullet::draw(Camera& viewport, int )
+Bullet::draw(DrawingContext& context)
{
- if(kind == FIRE_BULLET)
- img_firebullet->draw(viewport.world2screen(Vector(base.x, base.y)));
- else if(kind == ICE_BULLET)
- img_icebullet->draw(viewport.world2screen(Vector(base.x, base.y)));
+ Sprite* sprite = kind == FIRE_BULLET ? img_firebullet : img_icebullet;
+
+ sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
}
void
//---------------------------------------------------------------------------
-Upgrade::Upgrade(DisplayManager& display_manager, const Vector& pos,
- Direction dir_, UpgradeKind kind_)
+Upgrade::Upgrade(const Vector& pos, Direction dir_, UpgradeKind kind_)
{
- display_manager.add_drawable(this, LAYER_OBJECTS);
-
kind = kind_;
dir = dir_;
/* Away from the screen? Kill it! */
float scroll_x =
- World::current()->camera->get_translation().x;
+ Sector::current()->camera->get_translation().x;
float scroll_y =
- World::current()->camera->get_translation().y;
+ Sector::current()->camera->get_translation().y;
if(base.x < scroll_x - X_OFFSCREEN_DISTANCE ||
base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE ||
}
void
-Upgrade::draw(Camera& viewport, int)
+Upgrade::draw(DrawingContext& context)
{
- SDL_Rect dest;
-
- if (base.height < 32)
- {
- /* Rising up... */
-
- dest.x = (int)(base.x - viewport.get_translation().x);
- dest.y = (int)(base.y + 32 - base.height - viewport.get_translation().y);
- dest.w = 32;
- dest.h = (int)base.height;
+ Sprite* sprite;
+ switch(kind) {
+ case UPGRADE_GROWUP: sprite = img_growup; break;
+ case UPGRADE_ICEFLOWER: sprite = img_iceflower; break;
+ case UPGRADE_FIREFLOWER: sprite = img_fireflower; break;
+ case UPGRADE_HERRING: sprite = img_star; break;
+ case UPGRADE_1UP: sprite = img_1up; break;
+ default:
+ assert(!"wrong type in Powerup::draw()");
+ }
- if (kind == UPGRADE_GROWUP)
- img_growup->draw_part(0,0,dest.x,dest.y,dest.w,dest.h);
- else if (kind == UPGRADE_ICEFLOWER)
- img_iceflower->draw_part(0,0,dest.x,dest.y,dest.w,dest.h);
- else if (kind == UPGRADE_FIREFLOWER)
- img_fireflower->draw_part(0,0,dest.x,dest.y,dest.w,dest.h);
- else if (kind == UPGRADE_HERRING)
- img_star->draw_part(0,0,dest.x,dest.y,dest.w,dest.h);
- else if (kind == UPGRADE_1UP)
- img_1up->draw_part( 0, 0, dest.x, dest.y, dest.w, dest.h);
- }
+ if(base.height < 32) // still raising up?
+ sprite->draw(context, Vector(base.x, base.y + (32 - base.height)),
+ LAYER_TILES - 10);
else
- {
- if (kind == UPGRADE_GROWUP)
- {
- img_growup->draw(viewport.world2screen(Vector(base.x, base.y)));
- }
- else if (kind == UPGRADE_ICEFLOWER)
- {
- img_iceflower->draw(viewport.world2screen(Vector(base.x, base.y)));
- }
- else if (kind == UPGRADE_FIREFLOWER)
- {
- img_fireflower->draw(viewport.world2screen(Vector(base.x, base.y)));
- }
- else if (kind == UPGRADE_HERRING)
- {
- img_star->draw(viewport.world2screen(Vector(base.x, base.y)));
- }
- else if (kind == UPGRADE_1UP)
- {
- img_1up->draw(viewport.world2screen(Vector(base.x, base.y)));
- }
- }
+ sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
}
void
if(kind != UPGRADE_GROWUP)
return;
- play_sound(sounds[SND_BUMP_UPGRADE], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_BUMP_UPGRADE], Vector(base.x, base.y));
// determine new direction
if (player->base.x + player->base.width/2 > base.x + base.width/2)
if (kind == UPGRADE_GROWUP)
{
- play_sound(sounds[SND_EXCELLENT], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_EXCELLENT]);
pplayer->grow(true);
}
else if (kind == UPGRADE_FIREFLOWER)
{
- play_sound(sounds[SND_COFFEE], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_COFFEE]);
pplayer->grow(true);
pplayer->got_power = pplayer->FIRE_POWER;
}
else if (kind == UPGRADE_ICEFLOWER)
{
- play_sound(sounds[SND_COFFEE], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_COFFEE]);
pplayer->grow(true);
pplayer->got_power = pplayer->ICE_POWER;
}
else if (kind == UPGRADE_FIREFLOWER)
{
- play_sound(sounds[SND_COFFEE], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_COFFEE]);
pplayer->grow(true);
pplayer->got_power = pplayer->FIRE_POWER;
}
else if (kind == UPGRADE_HERRING)
{
- play_sound(sounds[SND_HERRING], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_HERRING]);
pplayer->invincible_timer.start(TUX_INVINCIBLE_TIME);
- World::current()->play_music(HERRING_MUSIC);
+ Sector::current()->play_music(HERRING_MUSIC);
}
else if (kind == UPGRADE_1UP)
{
if(player_status.lives < MAX_LIVES) {
player_status.lives++;
- play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_LIFEUP]);
}
}