#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];
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()));
+ activate_objects();
get_level()->load_song();
apply_bonuses();
+
+ scrolling_timer.init(true);
}
World::World(const std::string& subset, int level_nr)
get_level()->load_gfx();
activate_bad_guys();
+ activate_objects();
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();
+
+ scrolling_timer.init(true);
}
void
World::apply_bonuses()
{
- std::cout << "Bonus: " << player_status.bonus << std::endl;
-
// Apply bonuses from former levels
switch (player_status.bonus)
{
break;
case PlayerStatus::FLOWER_BONUS:
- tux.got_coffee = true;
+ tux.got_power = tux.FIRE_POWER; // FIXME: add ice power to here
// fall through
case PlayerStatus::GROWUP_BONUS:
{
for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
delete *i;
-
+
+ for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
+ delete *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;
+ }
+
delete level;
}
}
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")
{
- particle_systems.push_back(new CloudParticleSystem);
+ gameobjects.push_back(new CloudParticleSystem(displaymanager));
}
else if (level->particle_system == "snow")
{
- particle_systems.push_back(new SnowParticleSystem);
+ gameobjects.push_back(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)scroll_x / 2)%640;
- 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();
-
+ /* Draw objects */
+ displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
+ displaymanager.draw();
+
for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
(*i)->draw();
+ for (Trampolines::iterator i = trampolines.begin(); i != trampolines.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);
- }
}
void
World::action(double frame_ratio)
{
tux.action(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 distro counting: */
- if (counting_distros)
- {
- distro_counter--;
-
- if (distro_counter <= 0)
- counting_distros = -1;
- }
-
- // 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);
+ 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 (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);
- }
+ for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
+ (*i)->action(frame_ratio);
+
+ /* update objects */
+ for(std::vector<_GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i)
+ (*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)
- if ((*i)->is_removable())
- delete *i;
- bad_guys.remove_if(std::mem_fun(&BadGuy::is_removable));
+ // 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()) {
+ delete *i;
+ i = bad_guys.erase(i);
+ } else {
+ ++i;
+ }
+ }
+
+ 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);
+
+ delete *i;
+ i = gameobjects.erase(i);
+ } else {
+ ++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
// collision functions of the collided objects.
// collide with bad_guy first, since bullet_collision will
// delete the bullet
- (*j)->collision(0, CO_BULLET);
+ (*j)->collision(&bullets[i], CO_BULLET);
bullets[i].collision(CO_BADGUY);
break; // bullet is invalid now, so break
}
// functions of the collided objects.
if (tux.previous_base.y < tux.base.y &&
tux.previous_base.y + tux.previous_base.height
- < (*i)->base.y + (*i)->base.height/2)
+ < (*i)->base.y + (*i)->base.height/2
+ && !tux.invincible_timer.started())
{
(*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
}
{
// We have detected a collision and now call the collision
// functions of the collided objects.
- upgrades[i].collision(&tux, CO_PLAYER);
+ 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_floating_score.init(x,y,s);
- floating_scores.push_back(new_floating_score);
+ gameobjects.push_back(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_bouncy_distro.init(x,y);
- bouncy_distros.push_back(new_bouncy_distro);
+ gameobjects.push_back(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_broken_brick.init(tile, x, y, xm, ym);
- broken_bricks.push_back(new_broken_brick);
+ gameobjects.push_back(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_bouncy_brick.init(x,y);
- bouncy_bricks.push_back(new_bouncy_brick);
+ gameobjects.push_back(new BouncyBrick(displaymanager, pos));
}
BadGuy*
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)
{
void
World::add_bullet(float x, float y, float xm, Direction dir)
{
- if(bullets.size() > MAX_BULLETS-1)
- return;
+ if(tux.got_power == tux.FIRE_POWER)
+ {
+ if(bullets.size() > MAX_FIRE_BULLETS-1)
+ return;
+ }
+ else if(tux.got_power == tux.ICE_POWER)
+ {
+ if(bullets.size() > MAX_ICE_BULLETS-1)
+ return;
+ }
Bullet new_bullet;
- new_bullet.init(x,y,xm,dir);
+ if(tux.got_power == tux.FIRE_POWER)
+ new_bullet.init(x,y,xm,dir, FIRE_BULLET);
+ else if(tux.got_power == tux.ICE_POWER)
+ new_bullet.init(x,y,xm,dir, ICE_BULLET);
bullets.push_back(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)
{
counting_distros = true;
- distro_counter = 50;
+ distro_counter = 5;
+ }
+ else
+ {
+ distro_counter--;
}
if (distro_counter <= 0)
- plevel->change(x, y, TM_IA, tile->next_tile);
+ {
+ counting_distros = false;
+ plevel->change(x, y, TM_IA, tile->next_tile);
+ }
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!
+ case 2: // Add a fire flower upgrade!
+ if (tux.size == SMALL) /* Tux is small, add mints! */
+ add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
+ else /* Tux is big, add a fireflower: */
+ add_upgrade(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);
else /* Tux is big, add an iceflower: */
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;
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].base.xm = -upgrades[i].base.xm;
- upgrades[i].base.ym = -8;
- play_sound(sounds[SND_BUMP_UPGRADE], SOUND_CENTER_SPEAKER);
+ upgrades[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);
}
}
}