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);
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->move(level->start_pos);
+
set_defaults();
level->load_gfx();
level->load_song();
apply_bonuses();
-
- camera = new Camera(tux, level);
- add_object(camera);
-
- 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);
-
- set_defaults();
-
- get_level()->load_gfx();
- 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);
- }
- gameobjects.push_back(background);
- // add tilemap
- gameobjects.push_back(new TileMap(displaymanager, get_level()));
- get_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
void
World::action(float elapsed_time)
{
+ tux->check_bounds(*camera);
+
/* 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);
-
- tux->check_bounds(*camera,
- level->back_scrolling, (bool)level->hor_autoscroll_speed);
+ if(gameobjects[i]->is_valid())
+ gameobjects[i]->action(elapsed_time);
/* Handle all possible collisions. */
collision_handler();
}
}
-/* 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
-
-static const float max_speed_y = 1.4;
-
-// the time it takes to move the camera (in ms)
-#define CHANGE_DIR_SCROLL_SPEED 2000
-
-static const float EPSILON = .0001;
-
-#if 0
-/* This functions takes cares of the scrolling */
-void World::scrolling(float elapsed_time)
-{
- if(elapsed_time < EPSILON)
- return;
-
- Vector scroll = displaymanager.get_viewport().get_translation();
- bool do_y_scrolling = true;
-
- if(tux->dying)
- do_y_scrolling = false;
-
- /* Y-axis scrolling */
- if(do_y_scrolling) {
- float target_y;
- // upwards we target the y position of the platforms tux stands on
- if(tux->fall_mode != Player::FALLING)
- target_y = tux->last_ground_y + tux->base.height;
- else
- target_y = tux->base.y + tux->base.height;
-
- float delta_y = scroll.y - (target_y - (screen->h/2));
- float speed_y = delta_y / elapsed_time;
-
- float max = max_speed_y;
- if(fabsf(delta_y) > float(screen->h)/5.0)
- max *= 5;
-
- if(speed_y > max)
- speed_y = max;
- else if(speed_y < -max)
- speed_y = -max;
-
- scroll.y -= speed_y * elapsed_time;
-
- // don't 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 */
-
-#if 0
- /* Auto scrolling */
- if(level->hor_autoscroll_speed)
- {
- scroll_x += level->hor_autoscroll_speed * elapsed_time;
- displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
- return;
- }
-#endif
-
- /* 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/(elapsed_time * 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() * elapsed_time
- + constant2 * tux->physic.get_acceleration_x() * elapsed_time *
- elapsed_time;
-
- 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;
- }
-
- // don't 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;
-
- displaymanager.get_viewport().set_translation(scroll);
-}
-#endif
-
void
World::collision_handler()
{