get_level()->load_song();
apply_bonuses();
+
+ scrolling_timer.init(true);
}
World::World(const std::string& subset, int level_nr)
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 (ParticleSystems::iterator i = particle_systems.begin();
+ i != particle_systems.end(); ++i)
+ delete *i;
+
+ for (std::vector<BouncyDistro*>::iterator i = bouncy_distros.begin();
+ i != bouncy_distros.end(); ++i)
+ delete *i;
+
+ for (std::vector<BrokenBrick*>::iterator i = broken_bricks.begin();
+ i != broken_bricks.end(); ++i)
+ delete *i;
+
+ for (std::vector<BouncyBrick*>::iterator i = bouncy_bricks.begin();
+ i != bouncy_bricks.end(); ++i)
+ delete *i;
+
+ for (std::vector<FloatingScore*>::iterator i = floating_scores.begin();
+ i != floating_scores.end(); ++i)
+ delete *i;
delete level;
}
int y,x;
/* Draw the real background */
- if(get_level()->bkgd_image[0] != '\0')
+ if(level->img_bkgd)
{
- int s = ((int)scroll_x / 2)%640;
+ int s = (int)((float)scroll_x * ((float)level->bkgd_speed/100.0f)) % 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);
}
}
/* Draw background: */
- for (y = 0; y < 15; ++y)
+ for (y = 0; y < 16 && y < level->height; ++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)]);
+ 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 < 16 && y < level->height; ++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)]);
+ 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)]);
}
}
/* (Bouncy bricks): */
for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
- bouncy_bricks[i].draw();
+ bouncy_bricks[i]->draw();
for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
(*i)->draw();
bullets[i].draw();
for (unsigned int i = 0; i < floating_scores.size(); ++i)
- floating_scores[i].draw();
+ 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();
+ bouncy_distros[i]->draw();
for (unsigned int i = 0; i < broken_bricks.size(); ++i)
- broken_bricks[i].draw();
+ broken_bricks[i]->draw();
/* Draw foreground: */
- for (y = 0; y < 15; ++y)
+ for (y = 0; y < 16 && y < level->height; ++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)]);
+ 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 (unsigned int i = 0; i < bouncy_distros.size(); i++)
- bouncy_distros[i].action(frame_ratio);
+ 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;
- }
+ broken_bricks[i]->action(frame_ratio);
// Handle all kinds of game objects
for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
- bouncy_bricks[i].action(frame_ratio);
+ bouncy_bricks[i]->action(frame_ratio);
for (unsigned int i = 0; i < floating_scores.size(); i++)
- floating_scores[i].action(frame_ratio);
+ floating_scores[i]->action(frame_ratio);
for (unsigned int i = 0; i < bullets.size(); ++i)
bullets[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;
+ }
}
}
+/* the space that it takes for the screen to start scrolling, regarding */
+/* screen bounds (in pixels) */
+// should be higher than screen->w/2 (320)
+#define X_SPACE (400-16)
+// should be less than screen->h/2 (240)
+#define Y_SPACE 200
+
+// 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 (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 < 0)
+ scroll_y = 0;
+ if(scroll_y > level->height * 32 - screen->h)
+ scroll_y = level->height * 32 - screen->h;
+
+ /* 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);
+
+ if(scrolling_timer.check())
+ {
+ 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;
+ }
+
+ 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);
+ // std::cerr << tux_pos_x << " " << final_scroll_x << " " << scroll_x << std::endl;
+
+ }
+ 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;
+ }
+ }
+
+ // 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;
+}
+
void
World::collision_handler()
{
// 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);
}
}
}
{
player_status.score += s;
- FloatingScore new_floating_score;
- new_floating_score.init(x,y,s);
+ FloatingScore* new_floating_score = new FloatingScore();
+ new_floating_score->init(x-scroll_x, y-scroll_y, s);
floating_scores.push_back(new_floating_score);
}
void
World::add_bouncy_distro(float x, float y)
{
- BouncyDistro new_bouncy_distro;
- new_bouncy_distro.init(x,y);
+ BouncyDistro* new_bouncy_distro = new BouncyDistro();
+ new_bouncy_distro->init(x, y);
bouncy_distros.push_back(new_bouncy_distro);
}
void
World::add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym)
{
- BrokenBrick new_broken_brick;
- new_broken_brick.init(tile, x, y, xm, ym);
+ BrokenBrick* new_broken_brick = new BrokenBrick();
+ new_broken_brick->init(tile, x, y, xm, ym);
broken_bricks.push_back(new_broken_brick);
}
void
World::add_bouncy_brick(float x, float y)
{
- BouncyBrick new_bouncy_brick;
- new_bouncy_brick.init(x,y);
+ BouncyBrick* new_bouncy_brick = new BouncyBrick();
+ new_bouncy_brick->init(x,y);
bouncy_bricks.push_back(new_bouncy_brick);
}
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);
add_bouncy_distro(((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++;
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: */
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);
}
}
}