World* World::current_ = 0;
-World global_world;
-
World::World()
{
// FIXME: Move this to action and draw and everywhere else where the
// 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;
{
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)
}
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)
- bullets[i].action();
+ bullets[i].action(frame_ratio);
for (unsigned int i = 0; i < upgrades.size(); i++)
- upgrades[i].action();
+ 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;
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);
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++;
}
}