#include "world.h"
#include "level.h"
#include "tile.h"
+#include "resources.h"
texture_type img_distro[4];
World* World::current_ = 0;
-World world;
-
World::World()
{
// FIXME: Move this to action and draw and everywhere else where the
current_ = this;
level = new Level;
+ tux.init();
}
World::~World()
// Set defaults:
scroll_x = 0;
- score_multiplier = 1;
- timer_init(&super_bkgd_timer, true);
+ player_status.score_multiplier = 1;
counting_distros = false;
distro_counter = 0;
- endpos = 0;
-
/* set current song/music */
set_current_music(LEVEL_MUSIC);
}
int
-World::load(const char* subset, int level_nr)
+World::load(const std::string& subset, int level_nr)
{
return level->load(subset, level_nr);
}
{
int y,x;
- /* Draw screen: */
- if(timer_check(&super_bkgd_timer))
- texture_draw(&img_super_bkgd, 0, 0);
+ /* Draw the real background */
+ if(get_level()->bkgd_image[0] != '\0')
+ {
+ int s = (int)scroll_x / 30;
+ texture_draw_part(&level->img_bkgd, s, 0,0,0,level->img_bkgd.w - s, level->img_bkgd.h);
+ texture_draw_part(&level->img_bkgd, 0, 0,screen->w - s ,0,s,level->img_bkgd.h);
+ }
else
{
- /* Draw the real background */
- if(get_level()->bkgd_image[0] != '\0')
- {
- int s = (int)scroll_x / 30;
- texture_draw_part(&level->img_bkgd, s, 0,0,0,level->img_bkgd.w - s, level->img_bkgd.h);
- texture_draw_part(&level->img_bkgd, 0, 0,screen->w - s ,0,s,level->img_bkgd.h);
- }
- else
- {
- clearscreen(level->bkgd_red, level->bkgd_green, level->bkgd_blue);
- }
+ clearscreen(level->bkgd_red, level->bkgd_green, level->bkgd_blue);
}
-
+
/* Draw particle systems (background) */
std::vector<ParticleSystem*>::iterator p;
for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
tux.draw();
for (unsigned int i = 0; i < bullets.size(); ++i)
- bullet_draw(&bullets[i]);
+ bullets[i].draw();
for (unsigned int i = 0; i < floating_scores.size(); ++i)
floating_scores[i].draw();
for (unsigned int i = 0; i < upgrades.size(); ++i)
- upgrade_draw(&upgrades[i]);
+ upgrades[i].draw();
for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
bouncy_distros[i].draw();
}
void
-World::action()
+World::action(double frame_ratio)
{
/* Handle bouncy distros: */
for (unsigned int i = 0; i < bouncy_distros.size(); i++)
- bouncy_distros[i].action();
+ bouncy_distros[i].action(frame_ratio);
/* Handle broken bricks: */
for (unsigned int i = 0; i < broken_bricks.size(); i++)
- broken_bricks[i].action();
+ broken_bricks[i].action(frame_ratio);
/* Handle distro counting: */
if (counting_distros)
// Handle all kinds of game objects
for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
- bouncy_bricks[i].action();
+ bouncy_bricks[i].action(frame_ratio);
for (unsigned int i = 0; i < floating_scores.size(); i++)
- floating_scores[i].action();
+ floating_scores[i].action(frame_ratio);
for (unsigned int i = 0; i < bullets.size(); ++i)
- bullet_action(&bullets[i]);
+ bullets[i].action(frame_ratio);
for (unsigned int i = 0; i < upgrades.size(); i++)
- upgrade_action(&upgrades[i]);
+ upgrades[i].action(frame_ratio);
for (unsigned int i = 0; i < bad_guys.size(); i++)
- bad_guys[i].action();
+ bad_guys[i].action(frame_ratio);
+
+ /* update particle systems */
+ std::vector<ParticleSystem*>::iterator p;
+ for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
+ {
+ (*p)->simulate(frame_ratio);
+ }
+
+ /* Handle all possible collisions. */
+ collision_handler();
+}
+
+
+void
+World::collision_handler()
+{
+ // CO_BULLET & CO_BADGUY check
+ for(unsigned int i = 0; i < bullets.size(); ++i)
+ {
+ for(unsigned int j = 0; j < bad_guys.size(); ++j)
+ {
+ if(bad_guys[j].dying != DYING_NOT)
+ continue;
+ if(rectcollision(&bullets[i].base, &bad_guys[j].base))
+ {
+ // We have detected a collision and now call the
+ // collision functions of the collided objects.
+ // collide with bad_guy first, since bullet_collision will
+ // delete the bullet
+ bad_guys[j].collision(0, CO_BULLET);
+ bullets[i].collision(CO_BADGUY);
+ break; // bullet is invalid now, so break
+ }
+ }
+ }
+
+ /* CO_BADGUY & CO_BADGUY check */
+ for(unsigned int i = 0; i < bad_guys.size(); ++i)
+ {
+ if(bad_guys[i].dying != DYING_NOT)
+ continue;
+
+ for(unsigned int j = i+1; j < bad_guys.size(); ++j)
+ {
+ if(j == i || bad_guys[j].dying != DYING_NOT)
+ continue;
+
+ if(rectcollision(&bad_guys[i].base, &bad_guys[j].base))
+ {
+ // We have detected a collision and now call the
+ // collision functions of the collided objects.
+ bad_guys[j].collision(&bad_guys[i], CO_BADGUY);
+ bad_guys[i].collision(&bad_guys[j], CO_BADGUY);
+ }
+ }
+ }
+
+ if(tux.dying != DYING_NOT) return;
+
+ // CO_BADGUY & CO_PLAYER check
+ for(unsigned int i = 0; i < bad_guys.size(); ++i)
+ {
+ if(bad_guys[i].dying != DYING_NOT)
+ continue;
+
+ if(rectcollision_offset(&bad_guys[i].base,&tux.base,0,0))
+ {
+ // We have detected a collision and now call the collision
+ // functions of the collided objects.
+ if (tux.previous_base.y < tux.base.y &&
+ tux.previous_base.y + tux.previous_base.height
+ < bad_guys[i].base.y + bad_guys[i].base.height/2)
+ {
+ bad_guys[i].collision(&tux, CO_PLAYER, COLLISION_SQUISH);
+ }
+ else
+ {
+ tux.collision(&bad_guys[i], CO_BADGUY);
+ }
+ }
+ }
+
+ // CO_UPGRADE & CO_PLAYER check
+ for(unsigned int i = 0; i < upgrades.size(); ++i)
+ {
+ if(rectcollision(&upgrades[i].base, &tux.base))
+ {
+ // We have detected a collision and now call the collision
+ // functions of the collided objects.
+ upgrades[i].collision(&tux, CO_PLAYER);
+ }
+ }
}
void
World::add_score(float x, float y, int s)
{
- score += s;
+ player_status.score += s;
FloatingScore new_floating_score;
new_floating_score.init(x,y,s);
void
World::add_upgrade(float x, float y, int dir, int kind)
{
- upgrade_type new_upgrade;
- upgrade_init(&new_upgrade,x,y,dir,kind);
+ Upgrade new_upgrade;
+ new_upgrade.init(x,y,dir,kind);
upgrades.push_back(new_upgrade);
}
void
World::add_bullet(float x, float y, float xm, int dir)
{
- bullet_type new_bullet;
- bullet_init(&new_bullet,x,y,xm,dir);
+ Bullet new_bullet;
+ new_bullet.init(x,y,xm,dir);
bullets.push_back(new_bullet);
play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
plevel->change(x, y, TM_IA, tile->next_tile);
play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- score = score + SCORE_DISTRO;
- distros++;
+ player_status.score = player_status.score + SCORE_DISTRO;
+ player_status.distros++;
}
else if (!small)
{
/* Get some score: */
play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
- score = score + SCORE_BRICK;
+ player_status.score = player_status.score + SCORE_BRICK;
}
}
}
case 1: // Box with a distro!
add_bouncy_distro(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32 - 32);
play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- score = score + SCORE_DISTRO;
- distros++;
+ player_status.score = player_status.score + SCORE_DISTRO;
+ player_status.distros++;
break;
case 2: // Add an upgrade!
(int)(y / 32) * 32);
}
- score = score + SCORE_DISTRO;
- distros++;
+ player_status.score = player_status.score + SCORE_DISTRO;
+ player_status.distros++;
}
}