#ifndef TILE_H
#define TILE_H
+#include <set>
#include <map>
#include <vector>
#include "texture.h"
#include "globals.h"
#include "lispreader.h"
#include "setup.h"
+#include "vector.h"
/**
Tile Class
/** solid tile that is indestructable by Tux */
bool solid;
+ /** uni-directional solid tile */
+ bool unisolid;
+
/** a brick that can be destroyed by jumping under it */
bool brick;
/** water */
bool water;
+ /** spike - kills player on contact */
+ bool spike;
+
/** Bonusbox, content is stored in \a data */
bool fullbox;
/** Tile is a distro/coin */
bool distro;
+
/** the level should be finished when touching a goaltile.
* if data is 0 then the endsequence should be triggered, if data is 1
* then we can finish the level instantly.
/** Draw a tile on the screen: */
static void draw(float x, float y, unsigned int c, Uint8 alpha = 255);
static void draw_stretched(float x, float y, int w, int h, unsigned int c, Uint8 alpha = 255);
+
+ static void draw(const Vector& pos, unsigned int c, Uint8 alpha = 255)
+ {
+ draw(pos.x, pos.y, c, alpha);
+ }
};
struct TileGroup
{
+ friend bool operator<(const TileGroup& lhs, const TileGroup& rhs)
+ { return lhs.name < rhs.name; };
+ friend bool operator>(const TileGroup& lhs, const TileGroup& rhs)
+ { return lhs.name > rhs.name; };
+
std::string name;
std::vector<int> tiles;
};
std::vector<Tile*> tiles;
static TileManager* instance_ ;
- static std::vector<TileGroup>* tilegroups_;
+ static std::set<TileGroup>* tilegroups_;
void load_tileset(std::string filename);
std::string current_tileset;
static TileManager* instance() { return instance_ ? instance_ : instance_ = new TileManager(); }
static void destroy_instance() { delete instance_; instance_ = 0; }
- static std::vector<TileGroup>* tilegroups() { return tilegroups_ ? tilegroups_ : tilegroups_ = new std::vector<TileGroup>; }
+ static std::set<TileGroup>* tilegroups() { if(!instance_) { instance_ = new TileManager(); } return tilegroups_ ? tilegroups_ : tilegroups_ = new std::set<TileGroup>; }
Tile* get(unsigned int id) {
if(id < tiles.size())
{