#include "level.h"
#include "tile.h"
#include "resources.h"
+#include "gameobjs.h"
Surface* img_distro[4];
get_level()->load_gfx();
activate_bad_guys();
+ activate_objects();
activate_particle_systems();
get_level()->load_song();
get_level()->load_gfx();
activate_bad_guys();
+ activate_objects();
activate_particle_systems();
get_level()->load_song();
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 (ParticleSystems::iterator i = particle_systems.begin();
i != particle_systems.end(); ++i)
delete *i;
}
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")
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);
- }
+ drawgradient(level->bkgd_top, level->bkgd_bottom);
+ if(level->img_bkgd)
+ level->draw_bg();
+
/* Draw particle systems (background) */
std::vector<ParticleSystem*>::iterator p;
}
/* Draw background: */
- for (y = 0; y < 15; ++y)
+ for (y = 0; y < VISIBLE_TILES_Y && y < level->height; ++y)
{
- for (x = 0; x < 21; ++x)
+ for (x = 0; x < VISIBLE_TILES_X; ++x)
{
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- level->bg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+ Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
+ level->bg_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
}
}
/* Draw interactive tiles: */
- for (y = 0; y < 15; ++y)
+ for (y = 0; y < VISIBLE_TILES_Y && y < level->height; ++y)
{
- for (x = 0; x < 21; ++x)
+ for (x = 0; x < VISIBLE_TILES_X; ++x)
{
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- level->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+ Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
+ level->ia_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
}
}
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)
broken_bricks[i]->draw();
/* Draw foreground: */
- for (y = 0; y < 15; ++y)
+ for (y = 0; y < VISIBLE_TILES_Y && y < level->height; ++y)
{
- for (x = 0; x < 21; ++x)
+ for (x = 0; x < VISIBLE_TILES_X; ++x)
{
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- level->fg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+ Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
+ level->fg_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
}
}
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 (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
(*i)->action(frame_ratio);
+ for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
+ (*i)->action(frame_ratio);
+
/* update particle systems */
std::vector<ParticleSystem*>::iterator p;
for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
}
}
-// the space that it takes for the screen to start scrolling, regarding
-// screen bounds (in pixels)
-#define X_SPACE (400-16)
+/* 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 (level->back_scrolling || debug_mode)
- {
- if(tux.old_dir != tux.dir && level->back_scrolling)
- scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
+ float tux_pos_y = tux.base.y + (tux.base.height/2);
- if(scrolling_timer.check())
+ if(level->height > VISIBLE_TILES_Y-1 && !tux.dying)
{
- float final_scroll_x;
- if (tux.physic.get_velocity_x() > 0)
- final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (tux.physic.get_velocity_x() < 0)
- final_scroll_x = tux_pos_x - X_SPACE;
- else
- {
- if (tux.dir == RIGHT)
- final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (tux.dir == LEFT && level->back_scrolling)
- final_scroll_x = tux_pos_x - X_SPACE;
- }
+ 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;
+ }
- scroll_x += (final_scroll_x - scroll_x) / (frame_ratio * (CHANGE_DIR_SCROLL_SPEED / 100));
- // std::cerr << tux_pos_x << " " << final_scroll_x << " " << scroll_x << std::endl;
+ // 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;
- }
- else
+ /* 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.physic.get_velocity_x() > 0 && scroll_x < tux_pos_x - (screen->w - X_SPACE))
- scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (tux.physic.get_velocity_x() < 0 && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
- scroll_x = tux_pos_x - X_SPACE;
- else
- {
- if (tux.dir == 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)
- scroll_x = tux_pos_x - X_SPACE;
- }
+ if (tux.dir == RIGHT)
+ right = true;
+ else
+ left = true;
}
- }
- else /*no debug*/
+ if(scrolling_timer.check())
{
- if (tux.physic.get_velocity_x() > 0 && scroll_x < tux_pos_x - (screen->w - X_SPACE))
- scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (tux.physic.get_velocity_x() < 0 && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
- scroll_x = tux_pos_x - X_SPACE;
+ float final_scroll_x;
+ if (right)
+ final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
else
- {
- if (tux.dir == 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)
- scroll_x = tux_pos_x - X_SPACE;
- }
+ final_scroll_x = tux_pos_x - X_SPACE;
+ scroll_x += (final_scroll_x - scroll_x)
+ / (frame_ratio * (CHANGE_DIR_SCROLL_SPEED / 100))
+ + (tux.physic.get_velocity_x() * frame_ratio + tux.physic.get_acceleration_x() * frame_ratio * frame_ratio);
+ }
+ 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 < 0)
- scroll_x = 0;
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
}
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
player_status.score += s;
FloatingScore* new_floating_score = new FloatingScore();
- new_floating_score->init(x,y,s);
+ new_floating_score->init(x-scroll_x, y-scroll_y, s);
floating_scores.push_back(new_floating_score);
}
World::add_bouncy_distro(float x, float y)
{
BouncyDistro* new_bouncy_distro = new BouncyDistro();
- new_bouncy_distro->init(x,y);
+ new_bouncy_distro->init(x, y);
bouncy_distros.push_back(new_bouncy_distro);
}
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();
play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
player_status.score = player_status.score + SCORE_DISTRO;
player_status.distros++;
+ return true;
}
else if (!small)
{
/* 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: */
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: */