// add tilemap
gameobjects.push_back(new TileMap(displaymanager, get_level()));
- activate_objects();
get_level()->load_song();
apply_bonuses();
set_defaults();
get_level()->load_gfx();
- activate_objects();
activate_particle_systems();
Background* bg = new Background(displaymanager);
if(level->img_bkgd) {
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)
}
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);
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 {
+ 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")
/* 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();
}
void
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);
-
/* update objects (don't use iterators here, because the list might change
* during the iteration)
*/
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());
+ }
delete *i;
i = gameobjects.erase(i);
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);
}
}
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)
+World::add_bullet(const Vector& pos, float xm, Direction dir)
{
if(tux->got_power == Player::FIRE_POWER)
{
return;
}
- 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);
}
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);
}
}
}