get_level()->load_gfx();
// add background
activate_particle_systems();
- Background* bg = new Background(displaymanager);
+ background = new Background(displaymanager);
if(level->img_bkgd) {
- bg->set_image(level->img_bkgd, level->bkgd_speed);
+ background->set_image(level->img_bkgd, level->bkgd_speed);
} else {
- bg->set_gradient(level->bkgd_top, level->bkgd_bottom);
+ background->set_gradient(level->bkgd_top, level->bkgd_bottom);
}
- gameobjects.push_back(bg);
+ gameobjects.push_back(background);
// add tilemap
gameobjects.push_back(new TileMap(displaymanager, get_level()));
get_level()->load_gfx();
activate_particle_systems();
- Background* bg = new Background(displaymanager);
+ background = new Background(displaymanager);
if(level->img_bkgd) {
- bg->set_image(level->img_bkgd, level->bkgd_speed);
+ background->set_image(level->img_bkgd, level->bkgd_speed);
} else {
- bg->set_gradient(level->bkgd_top, level->bkgd_bottom);
+ background->set_gradient(level->bkgd_top, level->bkgd_bottom);
}
- gameobjects.push_back(bg);
+ gameobjects.push_back(background);
// add tilemap
gameobjects.push_back(new TileMap(displaymanager, get_level()));
get_level()->load_song();
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);
gameobjects.push_back(object);
}
if(object_type == "trampoline") {
add_object(new Trampoline(displaymanager, reader));
- } else {
+ }
+ else if(object_type == "flying-platform") {
+ add_object(new FlyingPlatform(displaymanager, reader));
+ }
+ else {
BadGuyKind kind = badguykind_from_string(object_type);
add_object(new BadGuy(displaymanager, kind, reader));
}
World::draw()
{
/* Draw objects */
- displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
displaymanager.draw();
}
for(size_t i = 0; i < gameobjects.size(); ++i)
gameobjects[i]->action(elapsed_time);
- tux->check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
+ tux->check_bounds(displaymanager.get_viewport(),
+ level->back_scrolling, (bool)level->hor_autoscroll_speed);
scrolling(elapsed_time);
/* Handle all possible collisions. */
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);
/* This functions takes cares of the scrolling */
void World::scrolling(float elapsed_time)
{
+ float scroll_x = displaymanager.get_viewport().get_translation().x;
+ float scroll_y = displaymanager.get_viewport().get_translation().y;
+
/* Y-axis scrolling */
float tux_pos_y = tux->base.y + (tux->base.height/2);
if(level->hor_autoscroll_speed)
{
scroll_x += level->hor_autoscroll_speed * elapsed_time;
+ displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
return;
}
scroll_x = level->width * 32 - screen->w;
if(scroll_x < 0)
scroll_x = 0;
+
+ displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
}
void
}
}
}
+
+ // 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
add_object(new Upgrade(displaymanager, 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;
add_object(new_bullet);
play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
+
+ return true;
}
void