#include "level.h"
#include "tile.h"
#include "resources.h"
+#include "gameobjs.h"
+#include "viewport.h"
+#include "display_manager.h"
+#include "background.h"
+#include "tilemap.h"
Surface* img_distro[4];
// world calls child functions
current_ = this;
- level = new Level(filename);
- tux.init();
+ level = new Level();
+ level->load(filename, this);
+
+ tux = new Player(displaymanager);
+ gameobjects.push_back(tux);
set_defaults();
get_level()->load_gfx();
- activate_bad_guys();
+ // add background
activate_particle_systems();
+ Background* bg = new Background(displaymanager);
+ if(level->img_bkgd) {
+ bg->set_image(level->img_bkgd, level->bkgd_speed);
+ } else {
+ bg->set_gradient(level->bkgd_top, level->bkgd_bottom);
+ }
+ gameobjects.push_back(bg);
+
+ // add tilemap
+ gameobjects.push_back(new TileMap(displaymanager, get_level()));
get_level()->load_song();
apply_bonuses();
// world calls child functions
current_ = this;
- level = new Level(subset, level_nr);
- tux.init();
+ level = new Level();
+ level->load(subset, level_nr, this);
+
+ tux = new Player(displaymanager);
+ gameobjects.push_back(tux);
set_defaults();
get_level()->load_gfx();
- activate_bad_guys();
activate_particle_systems();
+ Background* bg = new Background(displaymanager);
+ if(level->img_bkgd) {
+ bg->set_image(level->img_bkgd, level->bkgd_speed);
+ } else {
+ bg->set_gradient(level->bkgd_top, level->bkgd_bottom);
+ }
+ gameobjects.push_back(bg);
+ // add tilemap
+ gameobjects.push_back(new TileMap(displaymanager, get_level()));
get_level()->load_song();
apply_bonuses();
{
case PlayerStatus::NO_BONUS:
break;
-
+
case PlayerStatus::FLOWER_BONUS:
- tux.got_coffee = true;
+ tux->got_power = Player::FIRE_POWER; // FIXME: add ice power to here
// fall through
-
+
case PlayerStatus::GROWUP_BONUS:
- // FIXME: Move this to Player class
- tux.size = BIG;
- tux.base.height = 64;
- tux.base.y -= 32;
+ tux->grow();
break;
}
}
World::~World()
{
- for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+ for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
delete *i;
- for (ParticleSystems::iterator i = particle_systems.begin();
- i != particle_systems.end(); ++i)
- delete *i;
-
- for (std::vector<BouncyDistro*>::iterator i = bouncy_distros.begin();
- i != bouncy_distros.end(); ++i)
- delete *i;
-
- for (std::vector<BrokenBrick*>::iterator i = broken_bricks.begin();
- i != broken_bricks.end(); ++i)
- delete *i;
-
- for (std::vector<BouncyBrick*>::iterator i = bouncy_bricks.begin();
- i != bouncy_bricks.end(); ++i)
+ 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();
- for (std::vector<FloatingScore*>::iterator i = floating_scores.begin();
- i != floating_scores.end(); ++i)
- delete *i;
-
delete level;
}
}
void
-World::activate_bad_guys()
+World::add_object(GameObject* object)
{
- for (std::vector<BadGuyData>::iterator i = level->badguy_data.begin();
- i != level->badguy_data.end();
- ++i)
- {
- add_bad_guy(i->x, i->y, i->kind, i->stay_on_platform);
+ // 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);
+
+ gameobjects.push_back(object);
+}
+
+void
+World::parse_objects(lisp_object_t* cur)
+{
+ while(!lisp_nil_p(cur)) {
+ lisp_object_t* data = lisp_car(cur);
+ std::string object_type = lisp_symbol(lisp_car(data));
+
+ LispReader reader(lisp_cdr(data));
+
+ if(object_type == "trampoline") {
+ add_object(new Trampoline(displaymanager, reader));
+ } else {
+ BadGuyKind kind = badguykind_from_string(object_type);
+ add_object(new BadGuy(displaymanager, kind, reader));
}
+
+ cur = lisp_cdr(cur);
+ }
}
void
{
if (level->particle_system == "clouds")
{
- particle_systems.push_back(new CloudParticleSystem);
+ add_object(new CloudParticleSystem(displaymanager));
}
else if (level->particle_system == "snow")
{
- particle_systems.push_back(new SnowParticleSystem);
+ add_object(new SnowParticleSystem(displaymanager));
}
else if (level->particle_system != "")
{
void
World::draw()
{
- int y,x;
-
- /* Draw the real background */
- if(get_level()->bkgd_image[0] != '\0')
- {
- int s = (int)((float)scroll_x * ((float)level->bkgd_speed/60.)) % screen->w;
- level->img_bkgd->draw_part(s, 0,0,0,level->img_bkgd->w - s, level->img_bkgd->h);
- level->img_bkgd->draw_part(0, 0,screen->w - s ,0,s,level->img_bkgd->h);
- }
- else
- {
- drawgradient(level->bkgd_top, level->bkgd_bottom);
- }
-
- /* Draw particle systems (background) */
- std::vector<ParticleSystem*>::iterator p;
- for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
- {
- (*p)->draw(scroll_x, 0, 0);
- }
-
- /* Draw background: */
- for (y = 0; y < 15; ++y)
- {
- for (x = 0; x < 21; ++x)
- {
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- level->bg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
- }
- }
-
- /* Draw interactive tiles: */
- for (y = 0; y < 15; ++y)
- {
- for (x = 0; x < 21; ++x)
- {
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- level->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
- }
- }
-
- /* (Bouncy bricks): */
- for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
- bouncy_bricks[i]->draw();
-
- for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
- (*i)->draw();
-
- tux.draw();
-
- for (unsigned int i = 0; i < bullets.size(); ++i)
- bullets[i].draw();
-
- for (unsigned int i = 0; i < floating_scores.size(); ++i)
- floating_scores[i]->draw();
-
- for (unsigned int i = 0; i < upgrades.size(); ++i)
- upgrades[i].draw();
-
- for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
- bouncy_distros[i]->draw();
-
- for (unsigned int i = 0; i < broken_bricks.size(); ++i)
- broken_bricks[i]->draw();
-
- /* Draw foreground: */
- for (y = 0; y < 15; ++y)
- {
- for (x = 0; x < 21; ++x)
- {
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- level->fg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
- }
- }
-
- /* Draw particle systems (foreground) */
- for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
- {
- (*p)->draw(scroll_x, 0, 1);
- }
+ /* Draw objects */
+ displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
+ displaymanager.draw();
}
void
World::action(double frame_ratio)
{
- tux.action(frame_ratio);
+ tux->check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
scrolling(frame_ratio);
- /* Handle bouncy distros: */
- for (unsigned int i = 0; i < bouncy_distros.size(); i++)
- bouncy_distros[i]->action(frame_ratio);
-
- /* Handle broken bricks: */
- for (unsigned int i = 0; i < broken_bricks.size(); i++)
- broken_bricks[i]->action(frame_ratio);
-
- // Handle all kinds of game objects
- for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
- bouncy_bricks[i]->action(frame_ratio);
-
- for (unsigned int i = 0; i < floating_scores.size(); i++)
- floating_scores[i]->action(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 (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
- (*i)->action(frame_ratio);
-
- /* update particle systems */
- std::vector<ParticleSystem*>::iterator p;
- for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
- {
- (*p)->simulate(frame_ratio);
- }
+ /* 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);
/* Handle all possible collisions. */
collision_handler();
-
- // Cleanup marked badguys
- for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end();
- /* ++i handled at end of the loop */) {
- if ((*i)->is_removable()) {
+
+ /** cleanup marked objects */
+ for(std::vector<GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end(); /* nothing */) {
+ if((*i)->is_valid() == false) {
+ Drawable* drawable = dynamic_cast<Drawable*> (*i);
+ if(drawable)
+ displaymanager.remove_drawable(drawable);
+ BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+ if(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());
+ }
+
delete *i;
- i = bad_guys.erase(i);
+ i = gameobjects.erase(i);
} else {
++i;
}
}
}
-// the space that it takes for the screen to start scrolling, regarding
-// screen bounds (in pixels)
-#define X_SPACE 380
+/* 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)
{
- int tux_pos_x = (int)(tux.base.x + (tux.base.width/2));
+ /* Y-axis scrolling */
- if(tux.old_dir != tux.dir && (level->back_scrolling || debug_mode))
+ 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);
-
- if(scrolling_timer.check())
+
+ 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;
- if (tux.dir == RIGHT)
+ float constant1;
+ float constant2;
+ if (right)
final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else// if (tux.dir == LEFT)// && )
+ else
final_scroll_x = tux_pos_x - X_SPACE;
- scroll_x += ((final_scroll_x - scroll_x) / (CHANGE_DIR_SCROLL_SPEED)) * frame_ratio;
+ 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 (tux.dir == RIGHT && scroll_x < tux_pos_x - (screen->w - X_SPACE))
+ {
+ if (right && scroll_x < tux_pos_x - (screen->w - X_SPACE))
scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (tux.dir == LEFT && scroll_x > tux_pos_x - X_SPACE && (level->back_scrolling || debug_mode))
+ 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;
- if(scroll_x > (level->width-1) * 32)
- scroll_x = (level->width-1) * 32;
}
void
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(0, 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
}
}
}
}
- if(tux.dying != DYING_NOT) return;
+ if(tux->dying != DYING_NOT) return;
// CO_BADGUY & CO_PLAYER check
for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
if((*i)->dying != DYING_NOT)
continue;
- if(rectcollision_offset((*i)->base, tux.base, 0, 0))
+ if(rectcollision_offset((*i)->base, tux->base, 0, 0))
{
// We have detected a collision and now call the collision
// functions of the collided objects.
- if (tux.previous_base.y < tux.base.y &&
- tux.previous_base.y + tux.previous_base.height
+ if (tux->previous_base.y < tux->base.y &&
+ tux->previous_base.y + tux->previous_base.height
< (*i)->base.y + (*i)->base.height/2
- && !tux.invincible_timer.started())
+ && !tux->invincible_timer.started())
{
- (*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
+ (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
}
else
{
- tux.collision(*i, CO_BADGUY);
- (*i)->collision(&tux, CO_PLAYER, COLLISION_NORMAL);
+ tux->collision(*i, CO_BADGUY);
+ (*i)->collision(tux, CO_PLAYER, COLLISION_NORMAL);
}
}
}
// 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_TRAMPOLINE & (CO_PLAYER or CO_BADGUY)
+ for (Trampolines::iterator i = trampolines.begin(); i != trampolines.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);
+ }
+ else if (tux->previous_base.y <= tux->base.y)
+ {
+ tux->collision(*i, CO_TRAMPOLINE);
+ (*i)->collision(tux, CO_PLAYER, COLLISION_NORMAL);
+ }
+ }
+ }
}
void
-World::add_score(float x, float y, int s)
+World::add_score(const Vector& pos, int s)
{
player_status.score += s;
- FloatingScore* new_floating_score = new FloatingScore();
- new_floating_score->init(x,y,s);
- floating_scores.push_back(new_floating_score);
+ add_object(new FloatingScore(displaymanager, pos, s));
}
void
-World::add_bouncy_distro(float x, float y)
+World::add_bouncy_distro(const Vector& pos)
{
- BouncyDistro* new_bouncy_distro = new BouncyDistro();
- new_bouncy_distro->init(x,y);
- bouncy_distros.push_back(new_bouncy_distro);
+ add_object(new BouncyDistro(displaymanager, pos));
}
void
-World::add_broken_brick(Tile* tile, float x, float y)
+World::add_broken_brick(const Vector& pos, Tile* tile)
{
- add_broken_brick_piece(tile, x, y, -1, -4);
- add_broken_brick_piece(tile, x, y + 16, -1.5, -3);
+ add_broken_brick_piece(pos, Vector(-1, -4), tile);
+ add_broken_brick_piece(pos + Vector(0, 16), Vector(-1.5, -3), tile);
- add_broken_brick_piece(tile, x + 16, y, 1, -4);
- add_broken_brick_piece(tile, x + 16, y + 16, 1.5, -3);
+ add_broken_brick_piece(pos + Vector(16, 0), Vector(1, -4), tile);
+ add_broken_brick_piece(pos + Vector(16, 16), Vector(1.5, -3), tile);
}
void
-World::add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym)
+World::add_broken_brick_piece(const Vector& pos, const Vector& movement,
+ Tile* tile)
{
- BrokenBrick* new_broken_brick = new BrokenBrick();
- new_broken_brick->init(tile, x, y, xm, ym);
- broken_bricks.push_back(new_broken_brick);
+ add_object(new BrokenBrick(displaymanager, tile, pos, movement));
}
void
-World::add_bouncy_brick(float x, float y)
+World::add_bouncy_brick(const Vector& pos)
{
- BouncyBrick* new_bouncy_brick = new BouncyBrick();
- new_bouncy_brick->init(x,y);
- bouncy_bricks.push_back(new_bouncy_brick);
+ add_object(new BouncyBrick(displaymanager, pos));
}
BadGuy*
-World::add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform)
+World::add_bad_guy(float x, float y, BadGuyKind kind)
{
- BadGuy* badguy = new BadGuy(x,y,kind, stay_on_platform);
- bad_guys.push_back(badguy);
+ BadGuy* badguy = new BadGuy(displaymanager, kind, x, y);
+ add_object(badguy);
return badguy;
}
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)
+World::add_bullet(const Vector& pos, float xm, Direction dir)
{
- if(bullets.size() > MAX_BULLETS-1)
- return;
+ if(tux->got_power == Player::FIRE_POWER)
+ {
+ if(bullets.size() > MAX_FIRE_BULLETS-1)
+ return;
+ }
+ else if(tux->got_power == Player::ICE_POWER)
+ {
+ if(bullets.size() > MAX_ICE_BULLETS-1)
+ return;
+ }
- Bullet new_bullet;
- new_bullet.init(x,y,xm,dir);
- bullets.push_back(new_bullet);
+ Bullet* new_bullet = 0;
+ if(tux->got_power == Player::FIRE_POWER)
+ new_bullet = new Bullet(displaymanager, pos, xm, dir, FIRE_BULLET);
+ else if(tux->got_power == Player::ICE_POWER)
+ 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);
}
}
/* Break a brick: */
-void
+bool
World::trybreakbrick(float x, float y, bool small)
{
Level* plevel = get_level();
if (tile->data > 0)
{
/* Get a distro from it: */
- add_bouncy_distro(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
+ add_bouncy_distro(
+ Vector(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32));
// TODO: don't handle this in a global way but per-tile...
if (!counting_distros)
play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
player_status.score = player_status.score + SCORE_DISTRO;
player_status.distros++;
+ return true;
}
else if (!small)
{
plevel->change(x, y, TM_IA, tile->next_tile);
/* Replace it with broken bits: */
- add_broken_brick(tile,
+ add_broken_brick(Vector(
((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
+ (int)(y / 32) * 32), tile);
/* Get some score: */
play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
player_status.score = player_status.score + SCORE_BRICK;
+
+ return true;
}
}
+
+ return false;
}
/* Empty a box: */
switch(tile->data)
{
case 1: // Box with a distro!
- add_bouncy_distro(posx, posy);
+ add_bouncy_distro(Vector(posx, posy));
play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
player_status.score = player_status.score + SCORE_DISTRO;
player_status.distros++;
break;
- case 2: // Add an upgrade!
- if (tux.size == SMALL) /* Tux is small, add mints! */
- add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
+ case 2: // Add a fire flower upgrade!
+ if (tux->size == SMALL) /* Tux is small, add mints! */
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
+ else /* Tux is big, add a 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(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;
if (bounciness == BOUNCE)
{
- add_bouncy_distro(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
+ add_bouncy_distro(Vector(((int)(x + 1) / 32) * 32,
+ (int)(y / 32) * 32));
}
player_status.score = player_status.score + SCORE_DISTRO;
if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
(*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
{
- (*i)->collision(&tux, CO_PLAYER, COLLISION_BUMP);
+ (*i)->collision(tux, CO_PLAYER, COLLISION_BUMP);
}
}
// 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);
}
}
}