#include "tile.h"
#include "resources.h"
#include "gameobjs.h"
-#include "viewport.h"
+#include "camera.h"
#include "display_manager.h"
#include "background.h"
#include "tilemap.h"
World* World::current_ = 0;
-World::World(const std::string& filename)
+World::World(const std::string& filename, int level_nr)
{
// FIXME: Move this to action and draw and everywhere else where the
// world calls child functions
current_ = this;
- level = new Level();
- level->load(filename, this);
-
tux = new Player(displaymanager);
- gameobjects.push_back(tux);
-
- set_defaults();
+ add_object(tux);
+
+ level = new Level();
+ camera = new Camera(tux, level);
+ add_object(camera);
- get_level()->load_gfx();
- // add background
- activate_particle_systems();
- Background* bg = new Background(displaymanager);
- if(level->img_bkgd) {
- bg->set_image(level->img_bkgd, level->bkgd_speed);
+ if(level_nr >= 0) {
+ level->load(filename, level_nr, this);
} else {
- bg->set_gradient(level->bkgd_top, level->bkgd_bottom);
+ level->load(filename, this);
}
- gameobjects.push_back(bg);
-
- // add tilemap
- gameobjects.push_back(new TileMap(displaymanager, get_level()));
- activate_objects();
- get_level()->load_song();
-
- apply_bonuses();
-
- scrolling_timer.init(true);
-}
-
-World::World(const std::string& subset, int level_nr)
-{
- // FIXME: Move this to action and draw and everywhere else where the
- // world calls child functions
- current_ = this;
-
- level = new Level();
- level->load(subset, level_nr, this);
-
- tux = new Player(displaymanager);
- gameobjects.push_back(tux);
-
+ tux->move(level->start_pos);
+
set_defaults();
- get_level()->load_gfx();
- activate_objects();
+ level->load_gfx();
+ // add background
activate_particle_systems();
- Background* bg = new Background(displaymanager);
+ background = new Background(displaymanager);
if(level->img_bkgd) {
- bg->set_image(level->img_bkgd, level->bkgd_speed);
+ background->set_image(level->img_bkgd, level->bkgd_speed);
} else {
- bg->set_gradient(level->bkgd_top, level->bkgd_bottom);
+ background->set_gradient(level->bkgd_top, level->bkgd_bottom);
}
- gameobjects.push_back(bg);
+ add_object(background);
+
// add tilemap
- gameobjects.push_back(new TileMap(displaymanager, get_level()));
- get_level()->load_song();
+ add_object(new TileMap(displaymanager, level));
+ level->load_song();
apply_bonuses();
-
- scrolling_timer.init(true);
}
void
World::~World()
{
- for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
- delete *i;
-
- for (std::vector<_GameObject*>::iterator i = gameobjects.begin();
+ for (std::vector<GameObject*>::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
- Drawable* drawable = dynamic_cast<Drawable*> (*i);
- if(drawable)
- displaymanager.remove_drawable(drawable);
delete *i;
}
- bad_guys.clear();
delete level;
}
void
World::set_defaults()
{
- // Set defaults:
- scroll_x = 0;
-
player_status.score_multiplier = 1;
counting_distros = false;
}
void
-World::add_object(_GameObject* object)
+World::add_object(GameObject* object)
{
// XXX hack for now until new collision code is ready
BadGuy* badguy = dynamic_cast<BadGuy*> (object);
if(badguy)
bad_guys.push_back(badguy);
+ Bullet* bullet = dynamic_cast<Bullet*> (object);
+ if(bullet)
+ bullets.push_back(bullet);
+ Upgrade* upgrade = dynamic_cast<Upgrade*> (object);
+ if(upgrade)
+ upgrades.push_back(upgrade);
+ Trampoline* trampoline = dynamic_cast<Trampoline*> (object);
+ if(trampoline)
+ trampolines.push_back(trampoline);
+ FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (object);
+ if(flying_platform)
+ flying_platforms.push_back(flying_platform);
gameobjects.push_back(object);
}
{
while(!lisp_nil_p(cur)) {
lisp_object_t* data = lisp_car(cur);
- std::string object_type = "";
+ std::string object_type = lisp_symbol(lisp_car(data));
LispReader reader(lisp_cdr(data));
- reader.read_string("type", &object_type);
- if(object_type == "badguy" || object_type == "")
- {
- BadGuyKind kind = badguykind_from_string(
- lisp_symbol(lisp_car(data)));
+ if(object_type == "trampoline") {
+ add_object(new Trampoline(displaymanager, reader));
+ }
+ else if(object_type == "flying-platform") {
+ add_object(new FlyingPlatform(displaymanager, reader));
+ }
+ else {
+ BadGuyKind kind = badguykind_from_string(object_type);
add_object(new BadGuy(displaymanager, kind, reader));
}
- // TODO add parsing code for trampolines
-
+
cur = lisp_cdr(cur);
}
}
void
-World::activate_objects()
-{
- for (std::vector< ObjectData<TrampolineData> >::iterator i = level->trampoline_data.begin();
- i != level->trampoline_data.end();
- ++i)
- {
- add_object<Trampoline, ObjectData<TrampolineData> >(*i);
- }
-}
-
-void
World::activate_particle_systems()
{
if (level->particle_system == "clouds")
World::draw()
{
/* Draw objects */
- displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
- displaymanager.draw();
-
- for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
- (*i)->draw();
-
- for (unsigned int i = 0; i < bullets.size(); ++i)
- bullets[i].draw();
-
- for (unsigned int i = 0; i < upgrades.size(); ++i)
- upgrades[i].draw();
+ displaymanager.draw(*camera);
}
void
-World::action(double frame_ratio)
+World::action(float elapsed_time)
{
- tux->check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
- scrolling(frame_ratio);
-
- for (unsigned int i = 0; i < bullets.size(); ++i)
- bullets[i].action(frame_ratio);
-
- for (unsigned int i = 0; i < upgrades.size(); i++)
- upgrades[i].action(frame_ratio);
-
- for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
- (*i)->action(frame_ratio);
-
+ tux->check_bounds(*camera,
+ level->back_scrolling, (bool)level->hor_autoscroll_speed);
+
/* update objects (don't use iterators here, because the list might change
* during the iteration)
*/
for(size_t i = 0; i < gameobjects.size(); ++i)
- gameobjects[i]->action(frame_ratio);
+ if(gameobjects[i]->is_valid())
+ gameobjects[i]->action(elapsed_time);
/* Handle all possible collisions. */
collision_handler();
/** cleanup marked objects */
- for(std::vector<_GameObject*>::iterator i = gameobjects.begin();
+ for(std::vector<GameObject*>::iterator i = gameobjects.begin();
i != gameobjects.end(); /* nothing */) {
if((*i)->is_valid() == false) {
Drawable* drawable = dynamic_cast<Drawable*> (*i);
displaymanager.remove_drawable(drawable);
BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
if(badguy) {
- std::remove(bad_guys.begin(), bad_guys.end(), badguy);
- }
+ bad_guys.erase(std::remove(bad_guys.begin(), bad_guys.end(), badguy),
+ bad_guys.end());
+ }
+ Bullet* bullet = dynamic_cast<Bullet*> (*i);
+ if(bullet) {
+ bullets.erase(
+ std::remove(bullets.begin(), bullets.end(), bullet),
+ bullets.end());
+ }
+ Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
+ if(upgrade) {
+ upgrades.erase(
+ std::remove(upgrades.begin(), upgrades.end(), upgrade),
+ upgrades.end());
+ }
+ Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
+ if(trampoline) {
+ trampolines.erase(
+ std::remove(trampolines.begin(), trampolines.end(), trampoline),
+ trampolines.end());
+ }
+ FlyingPlatform* flying_platform= dynamic_cast<FlyingPlatform*> (*i);
+ if(flying_platform) {
+ flying_platforms.erase(
+ std::remove(flying_platforms.begin(), flying_platforms.end(), flying_platform),
+ flying_platforms.end());
+ }
delete *i;
i = gameobjects.erase(i);
}
}
-/* the space that it takes for the screen to start scrolling, regarding */
-/* screen bounds (in pixels) */
-// should be higher than screen->w/2 (400)
-#define X_SPACE (500-16)
-// should be less than screen->h/2 (300)
-#define Y_SPACE 250
-
-// the time it takes to move the camera (in ms)
-#define CHANGE_DIR_SCROLL_SPEED 2000
-
-/* This functions takes cares of the scrolling */
-void World::scrolling(double frame_ratio)
-{
- /* Y-axis scrolling */
-
- float tux_pos_y = tux->base.y + (tux->base.height/2);
-
- if(level->height > VISIBLE_TILES_Y-1 && !tux->dying)
- {
- if (scroll_y < tux_pos_y - (screen->h - Y_SPACE))
- scroll_y = tux_pos_y - (screen->h - Y_SPACE);
- else if (scroll_y > tux_pos_y - Y_SPACE)
- scroll_y = tux_pos_y - Y_SPACE;
- }
-
- // this code prevent the screen to scroll before the start or after the level's end
- if(scroll_y > level->height * 32 - screen->h)
- scroll_y = level->height * 32 - screen->h;
- if(scroll_y < 0)
- scroll_y = 0;
-
- /* X-axis scrolling */
-
- /* Auto scrolling */
- if(level->hor_autoscroll_speed)
- {
- scroll_x += level->hor_autoscroll_speed * frame_ratio;
- return;
- }
-
-
- /* Horizontal backscrolling */
- float tux_pos_x = tux->base.x + (tux->base.width/2);
-
- if(tux->old_dir != tux->dir && level->back_scrolling)
- scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
-
- bool right = false;
- bool left = false;
- if (tux->physic.get_velocity_x() > 0)
- right = true;
- else if (tux->physic.get_velocity_x() < 0)
- left = true;
- else
- {
- if (tux->dir == RIGHT)
- right = true;
- else
- left = true;
- }
-
- if(scrolling_timer.check())
- {
- float final_scroll_x;
- float constant1;
- float constant2;
- if (right)
- final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else
- final_scroll_x = tux_pos_x - X_SPACE;
-
- if((tux->physic.get_velocity_x() > 0 && tux->dir == RIGHT)
- || (tux->physic.get_velocity_x() < 0 && tux->dir == LEFT))
- {
- constant1 = 1.0;
- constant2 = .4;
- }
- else
- {
- constant1 = 0.;
- constant2 = 0.;
- }
-
- float number = 2.5/(frame_ratio * CHANGE_DIR_SCROLL_SPEED/1000)*exp((CHANGE_DIR_SCROLL_SPEED-scrolling_timer.get_left())/1400.);
- if(left) number *= -1.;
-
- scroll_x += number
- + constant1 * tux->physic.get_velocity_x() * frame_ratio
- + constant2 * tux->physic.get_acceleration_x() * frame_ratio * frame_ratio;
-
- if ((right && final_scroll_x - scroll_x < 0) || (left && final_scroll_x - scroll_x > 0))
- scroll_x = final_scroll_x;
-
- }
- else
- {
- if (right && scroll_x < tux_pos_x - (screen->w - X_SPACE))
- scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (left && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
- scroll_x = tux_pos_x - X_SPACE;
- }
-
- // this code prevent the screen to scroll before the start or after the level's end
- if(scroll_x > level->width * 32 - screen->w)
- scroll_x = level->width * 32 - screen->w;
- if(scroll_x < 0)
- scroll_x = 0;
-}
-
void
World::collision_handler()
{
if((*j)->dying != DYING_NOT)
continue;
- if(rectcollision(bullets[i].base, (*j)->base))
+ if(rectcollision(bullets[i]->base, (*j)->base))
{
// We have detected a collision and now call the
// collision functions of the collided objects.
- // collide with bad_guy first, since bullet_collision will
- // delete the bullet
- (*j)->collision(&bullets[i], CO_BULLET);
- bullets[i].collision(CO_BADGUY);
+ (*j)->collision(bullets[i], CO_BULLET, COLLISION_NORMAL);
+ bullets[i]->collision(CO_BADGUY);
break; // bullet is invalid now, so break
}
}
// CO_UPGRADE & CO_PLAYER check
for(unsigned int i = 0; i < upgrades.size(); ++i)
{
- if(rectcollision(upgrades[i].base, tux->base))
+ if(rectcollision(upgrades[i]->base, tux->base))
{
// We have detected a collision and now call the collision
// functions of the collided objects.
- upgrades[i].collision(tux, CO_PLAYER, COLLISION_NORMAL);
+ upgrades[i]->collision(tux, CO_PLAYER, COLLISION_NORMAL);
}
}
}
}
}
+
+ // CO_FLYING_PLATFORM & (CO_PLAYER or CO_BADGUY)
+ for (FlyingPlatforms::iterator i = flying_platforms.begin(); i != flying_platforms.end(); ++i)
+ {
+ if (rectcollision((*i)->base, tux->base))
+ {
+ if (tux->previous_base.y < tux->base.y &&
+ tux->previous_base.y + tux->previous_base.height
+ < (*i)->base.y + (*i)->base.height/2)
+ {
+ (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
+ tux->collision(*i, CO_FLYING_PLATFORM);
+ }
+/* else if (tux->previous_base.y <= tux->base.y)
+ {
+ }*/
+ }
+ }
}
void
return badguy;
}
-template<class T, class U>
-T*
-World::add_object(U data)
-{
- T* tobject = new T(data);
-
- if (data.type == OBJ_TRAMPOLINE)
- trampolines.push_back(tobject);
-
- return tobject;
-}
-
void
-World::add_upgrade(float x, float y, Direction dir, UpgradeKind kind)
+World::add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind)
{
- Upgrade new_upgrade;
- new_upgrade.init(x,y,dir,kind);
- upgrades.push_back(new_upgrade);
+ add_object(new Upgrade(displaymanager, pos, dir, kind));
}
-void
-World::add_bullet(float x, float y, float xm, Direction dir)
+bool
+World::add_bullet(const Vector& pos, float xm, Direction dir)
{
if(tux->got_power == Player::FIRE_POWER)
{
if(bullets.size() > MAX_FIRE_BULLETS-1)
- return;
+ return false;
}
else if(tux->got_power == Player::ICE_POWER)
{
if(bullets.size() > MAX_ICE_BULLETS-1)
- return;
+ return false;
}
- Bullet new_bullet;
+ Bullet* new_bullet = 0;
if(tux->got_power == Player::FIRE_POWER)
- new_bullet.init(x,y,xm,dir, FIRE_BULLET);
+ new_bullet = new Bullet(displaymanager, pos, xm, dir, FIRE_BULLET);
else if(tux->got_power == Player::ICE_POWER)
- new_bullet.init(x,y,xm,dir, ICE_BULLET);
- bullets.push_back(new_bullet);
+ new_bullet = new Bullet(displaymanager, pos, xm, dir, ICE_BULLET);
+ else
+ st_abort("wrong bullet type.", "");
+ add_object(new_bullet);
play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
+
+ return true;
}
void
case 2: // Add a fire flower upgrade!
if (tux->size == SMALL) /* Tux is small, add mints! */
- add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
else /* Tux is big, add a fireflower: */
- add_upgrade(posx, posy, col_side, UPGRADE_FIREFLOWER);
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_FIREFLOWER);
play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
break;
case 5: // Add an ice flower upgrade!
if (tux->size == SMALL) /* Tux is small, add mints! */
- add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
else /* Tux is big, add an iceflower: */
- add_upgrade(posx, posy, col_side, UPGRADE_ICEFLOWER);
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_ICEFLOWER);
play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
break;
case 3: // Add a golden herring
- add_upgrade(posx, posy, col_side, UPGRADE_HERRING);
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_HERRING);
break;
case 4: // Add a 1up extra
- add_upgrade(posx, posy, col_side, UPGRADE_1UP);
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_1UP);
break;
default:
break;
// Upgrades:
for (unsigned int i = 0; i < upgrades.size(); i++)
{
- if (upgrades[i].base.height == 32 &&
- upgrades[i].base.x >= x - 32 && upgrades[i].base.x <= x + 32 &&
- upgrades[i].base.y >= y - 16 && upgrades[i].base.y <= y + 16)
+ if (upgrades[i]->base.height == 32 &&
+ upgrades[i]->base.x >= x - 32 && upgrades[i]->base.x <= x + 32 &&
+ upgrades[i]->base.y >= y - 16 && upgrades[i]->base.y <= y + 16)
{
- upgrades[i].collision(tux, CO_PLAYER, COLLISION_BUMP);
+ upgrades[i]->collision(tux, CO_PLAYER, COLLISION_BUMP);
}
}
}