#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 "resources.h"
#include "gameobjs.h"
#include "camera.h"
-#include "display_manager.h"
#include "background.h"
#include "tilemap.h"
World* World::current_ = 0;
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();
+ tux = new Player;
+ add_object(tux);
+
+ level = new Level;
+ camera = new Camera(tux, level);
+ add_object(camera);
+
if(level_nr >= 0) {
level->load(filename, level_nr, this);
} else {
level->load(filename, this);
}
-
- tux = new Player(displaymanager);
- add_object(tux);
-
+ tux->move(level->start_pos);
+
set_defaults();
- level->load_gfx();
// add background
activate_particle_systems();
- background = new Background(displaymanager);
- if(level->img_bkgd) {
- background->set_image(level->img_bkgd, level->bkgd_speed);
- } else {
- background->set_gradient(level->bkgd_top, level->bkgd_bottom);
- }
- add_object(background);
// add tilemap
- add_object(new TileMap(displaymanager, level));
+ add_object(new TileMap(level));
level->load_song();
- camera = new Camera(tux, level);
- add_object(camera);
-
apply_bonuses();
}
// fall through
case PlayerStatus::GROWUP_BONUS:
- tux->grow();
+ tux->grow(false);
break;
}
}
}
delete level;
+
+ current_ = 0;
}
void
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));
+ add_object(new Trampoline(reader));
}
else if(object_type == "flying-platform") {
- add_object(new FlyingPlatform(displaymanager, reader));
+ 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.draw(*camera);
+ for(std::vector<GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i)
+ if((*i)->is_valid())
+ (*i)->draw(context);
}
void
World::action(float elapsed_time)
{
- tux->check_bounds(*camera,
- level->back_scrolling, (bool)level->hor_autoscroll_speed);
+ 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(elapsed_time);
+ 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),
{
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));
}
bool
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);
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);