#include <string.h>
#include "globals.h"
#include "scene.h"
-#include "screen.h"
+#include "screen/screen.h"
#include "defines.h"
#include "world.h"
#include "level.h"
#include "tile.h"
#include "resources.h"
#include "gameobjs.h"
-#include "viewport.h"
-#include "display_manager.h"
+#include "camera.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)
+ : level(0), tux(0), background(0), camera(0)
{
// 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();
+ tux = new Player;
+ 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()));
- 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();
+ // 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();
+ add_object(new TileMap(level));
+ level->load_song();
apply_bonuses();
-
- scrolling_timer.init(true);
}
void
// fall through
case PlayerStatus::GROWUP_BONUS:
- tux->grow();
+ tux->grow(false);
break;
}
}
}
delete level;
+
+ current_ = 0;
}
void
World::set_defaults()
{
- // Set defaults:
- scroll_x = 0;
-
player_status.score_multiplier = 1;
counting_distros = false;
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);
+ Background* background = dynamic_cast<Background*> (object);
+ if(background)
+ this->background = background;
gameobjects.push_back(object);
}
LispReader reader(lisp_cdr(data));
if(object_type == "trampoline") {
- add_object(new Trampoline(displaymanager, reader));
- } else {
+ add_object(new Trampoline(reader));
+ }
+ else if(object_type == "flying-platform") {
+ add_object(new FlyingPlatform(reader));
+ }
+ else {
BadGuyKind kind = badguykind_from_string(object_type);
- add_object(new BadGuy(displaymanager, kind, reader));
+ add_object(new BadGuy(kind, reader));
}
cur = lisp_cdr(cur);
{
if (level->particle_system == "clouds")
{
- add_object(new CloudParticleSystem(displaymanager));
+ add_object(new CloudParticleSystem);
}
else if (level->particle_system == "snow")
{
- add_object(new SnowParticleSystem(displaymanager));
+ add_object(new SnowParticleSystem);
}
else if (level->particle_system != "")
{
World::draw()
{
/* Draw objects */
- displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
- displaymanager.draw();
+ for(std::vector<GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i)
+ if((*i)->is_valid())
+ (*i)->draw(context);
}
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);
-
+ tux->check_bounds(context);
+
/* 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();
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),
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()
{
{
// We have detected a collision and now call the
// collision functions of the collided objects.
- (*j)->collision(&bullets[i], CO_BULLET, COLLISION_NORMAL);
+ (*j)->collision(bullets[i], CO_BULLET, COLLISION_NORMAL);
bullets[i]->collision(CO_BADGUY);
break; // bullet is invalid now, so break
}
}
}
}
+
+ // 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
{
player_status.score += s;
- add_object(new FloatingScore(displaymanager, pos, s));
+ add_object(new FloatingScore(pos, s));
}
void
World::add_bouncy_distro(const Vector& pos)
{
- add_object(new BouncyDistro(displaymanager, pos));
+ add_object(new BouncyDistro(pos));
}
void
World::add_broken_brick_piece(const Vector& pos, const Vector& movement,
Tile* tile)
{
- add_object(new BrokenBrick(displaymanager, tile, pos, movement));
+ add_object(new BrokenBrick(tile, pos, movement));
}
void
World::add_bouncy_brick(const Vector& pos)
{
- add_object(new BouncyBrick(displaymanager, pos));
+ add_object(new BouncyBrick(pos));
}
BadGuy*
World::add_bad_guy(float x, float y, BadGuyKind kind)
{
- BadGuy* badguy = new BadGuy(displaymanager, kind, x, y);
+ BadGuy* badguy = new BadGuy(kind, x, y);
add_object(badguy);
return badguy;
}
void
World::add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind)
{
- add_object(new Upgrade(displaymanager, pos, dir, kind));
+ add_object(new Upgrade(pos, dir, kind));
}
-void
+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 = 0;
if(tux->got_power == Player::FIRE_POWER)
- new_bullet = new Bullet(displaymanager, pos, xm, dir, FIRE_BULLET);
+ new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
else if(tux->got_power == Player::ICE_POWER)
- new_bullet = new Bullet(displaymanager, pos, xm, dir, ICE_BULLET);
+ new_bullet = new Bullet(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
Level* plevel = get_level();
Tile* tile = gettile(x, y);
- if (tile->brick)
+ if (tile->attributes & Tile::BRICK)
{
if (tile->data > 0)
{
World::tryemptybox(float x, float y, Direction col_side)
{
Tile* tile = gettile(x,y);
- if (!tile->fullbox)
+ if (!(tile->attributes & Tile::FULLBOX))
return;
// according to the collision side, set the upgrade direction
World::trygrabdistro(float x, float y, int bounciness)
{
Tile* tile = gettile(x, y);
- if (tile && tile->distro)
+ if (tile && (tile->attributes & Tile::COIN))
{
level->change(x, y, TM_IA, tile->next_tile);
play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);