// $Id$
//
// SuperTux
-// Copyright (C) 2004 SuperTux Development Team, see AUTHORS for details
+// Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
+// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
+// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+#include <iostream>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "world.h"
#include "level.h"
#include "tile.h"
+#include "resources.h"
-texture_type img_distro[4];
+Surface* img_distro[4];
World* World::current_ = 0;
-World world;
+World::World(const std::string& filename)
+{
+ // FIXME: Move this to action and draw and everywhere else where the
+ // world calls child functions
+ current_ = this;
+
+ level = new Level(filename);
+ tux.init();
+
+ set_defaults();
+
+ get_level()->load_gfx();
+ activate_bad_guys();
+ activate_particle_systems();
+ get_level()->load_song();
+
+ apply_bonuses();
-World::World()
+ 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 = new Level(subset, level_nr);
+ tux.init();
+
+ set_defaults();
+
+ get_level()->load_gfx();
+ activate_bad_guys();
+ activate_particle_systems();
+ get_level()->load_song();
+
+ apply_bonuses();
+
+ scrolling_timer.init(true);
+}
+
+void
+World::apply_bonuses()
+{
+ // Apply bonuses from former levels
+ switch (player_status.bonus)
+ {
+ case PlayerStatus::NO_BONUS:
+ break;
+
+ case PlayerStatus::FLOWER_BONUS:
+ tux.got_coffee = true;
+ // fall through
+
+ case PlayerStatus::GROWUP_BONUS:
+ // FIXME: Move this to Player class
+ tux.size = BIG;
+ tux.base.height = 64;
+ tux.base.y -= 32;
+ break;
+ }
}
World::~World()
{
+ 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;
}
// 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)
-{
- return level->load(subset, level_nr);
-}
-
-int
-World::load(const std::string& filename)
-{
- return level->load(filename);
-}
-
-void
-World::arrays_free(void)
-{
- bad_guys.clear();
- bouncy_distros.clear();
- broken_bricks.clear();
- bouncy_bricks.clear();
- floating_scores.clear();
- upgrades.clear();
- bullets.clear();
- std::vector<ParticleSystem*>::iterator i;
- for(i = particle_systems.begin(); i != particle_systems.end(); ++i) {
- delete *i;
- }
- particle_systems.clear();
+ currentmusic = LEVEL_MUSIC;
}
void
i != level->badguy_data.end();
++i)
{
- add_bad_guy(i->x, i->y, i->kind);
+ add_bad_guy(i->x, i->y, i->kind, i->stay_on_platform);
}
}
{
int y,x;
- /* Draw screen: */
- if(timer_check(&super_bkgd_timer))
- texture_draw(&img_super_bkgd, 0, 0);
+ /* Draw the real background */
+ if(level->img_bkgd)
+ {
+ 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);
+ }
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);
- }
+ drawgradient(level->bkgd_top, level->bkgd_bottom);
}
-
+
/* Draw particle systems (background) */
std::vector<ParticleSystem*>::iterator p;
for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
}
/* 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 (unsigned int i = 0; i < bad_guys.size(); ++i)
- bad_guys[i].draw();
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+ (*i)->draw();
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();
+ 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();
+ 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)]);
}
}
}
void
-World::action()
+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();
+ bouncy_distros[i]->action(frame_ratio);
/* Handle broken bricks: */
for (unsigned int i = 0; i < broken_bricks.size(); i++)
- broken_bricks[i].action();
-
- /* 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();
+ 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();
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+ (*i)->action(frame_ratio);
/* update particle systems */
std::vector<ParticleSystem*>::iterator p;
/* Handle all possible collisions. */
collision_handler();
+
+ // 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()
// CO_BULLET & CO_BADGUY check
for(unsigned int i = 0; i < bullets.size(); ++i)
{
- for(unsigned int j = 0; j < bad_guys.size(); ++j)
+ for (BadGuys::iterator j = bad_guys.begin(); j != bad_guys.end(); ++j)
{
- if(bad_guys[j].dying != DYING_NOT)
+ if((*j)->dying != DYING_NOT)
continue;
- if(rectcollision(&bullets[i].base, &bad_guys[j].base))
+
+ if(rectcollision(bullets[i].base, (*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);
- bullet_collision(&bullets[i], CO_BADGUY);
+ (*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)
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
{
- if(bad_guys[i].dying != DYING_NOT)
+ if((*i)->dying != DYING_NOT)
continue;
- for(unsigned int j = i+1; j < bad_guys.size(); ++j)
+ BadGuys::iterator j = i;
+ ++j;
+ for (; j != bad_guys.end(); ++j)
{
- if(j == i || bad_guys[j].dying != DYING_NOT)
+ if(j == i || (*j)->dying != DYING_NOT)
continue;
- if(rectcollision(&bad_guys[i].base, &bad_guys[j].base))
+ if(rectcollision((*i)->base, (*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);
+ (*j)->collision(*i, CO_BADGUY);
+ (*i)->collision(*j, CO_BADGUY);
}
}
}
if(tux.dying != DYING_NOT) return;
// CO_BADGUY & CO_PLAYER check
- for(unsigned int i = 0; i < bad_guys.size(); ++i)
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
{
- if(bad_guys[i].dying != DYING_NOT)
+ if((*i)->dying != DYING_NOT)
continue;
- if(rectcollision_offset(&bad_guys[i].base,&tux.base,0,0))
+ if(rectcollision_offset((*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)
+ < (*i)->base.y + (*i)->base.height/2
+ && !tux.invincible_timer.started())
{
- bad_guys[i].collision(&tux, CO_PLAYER, COLLISION_SQUISH);
+ (*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
}
else
{
- tux.collision(&bad_guys[i], CO_BADGUY);
+ tux.collision(*i, CO_BADGUY);
+ (*i)->collision(&tux, CO_PLAYER, COLLISION_NORMAL);
}
}
}
// CO_UPGRADE & CO_PLAYER check
for(unsigned int i = 0; i < upgrades.size(); ++i)
{
- if(rectcollision(&upgrades[i].base, &tux.base))
+ if(rectcollision(upgrades[i].base, tux.base))
{
// We have detected a collision and now call the collision
// functions of the collided objects.
- upgrade_collision(&upgrades[i], &tux, CO_PLAYER);
+ upgrades[i].collision(&tux, CO_PLAYER, COLLISION_NORMAL);
}
}
}
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);
+ 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_bad_guy(float x, float y, BadGuyKind kind)
+BadGuy*
+World::add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform)
{
- bad_guys.push_back(BadGuy());
- BadGuy& new_bad_guy = bad_guys.back();
-
- new_bad_guy.init(x,y,kind);
+ BadGuy* badguy = new BadGuy(x,y,kind, stay_on_platform);
+ bad_guys.push_back(badguy);
+ return badguy;
}
void
-World::add_upgrade(float x, float y, int dir, int kind)
+World::add_upgrade(float x, float y, Direction dir, UpgradeKind 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)
+World::add_bullet(float x, float y, float xm, Direction dir)
{
- bullet_type new_bullet;
- bullet_init(&new_bullet,x,y,xm,dir);
+ if(bullets.size() > MAX_BULLETS-1)
+ return;
+
+ Bullet new_bullet;
+ new_bullet.init(x,y,xm,dir);
bullets.push_back(new_bullet);
play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
}
+void
+World::play_music(int musictype)
+{
+ currentmusic = musictype;
+ switch(currentmusic) {
+ case HURRYUP_MUSIC:
+ music_manager->play_music(get_level()->get_level_music_fast());
+ break;
+ case LEVEL_MUSIC:
+ music_manager->play_music(get_level()->get_level_music());
+ break;
+ case HERRING_MUSIC:
+ music_manager->play_music(herring_song);
+ break;
+ default:
+ music_manager->halt_music();
+ break;
+ }
+}
+
+int
+World::get_music_type()
+{
+ return currentmusic;
+}
+
/* Break a brick: */
void
World::trybreakbrick(float x, float y, bool small)
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);
- 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;
}
}
}
/* Empty a box: */
void
-World::tryemptybox(float x, float y, int col_side)
+World::tryemptybox(float x, float y, Direction col_side)
{
Tile* tile = gettile(x,y);
if (!tile->fullbox)
else
col_side = LEFT;
+ int posx = ((int)(x+1) / 32) * 32;
+ int posy = (int)(y/32) * 32 - 32;
switch(tile->data)
{
case 1: // Box with a distro!
- add_bouncy_distro(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32 - 32);
+ add_bouncy_distro(posx, posy);
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!
if (tux.size == SMALL) /* Tux is small, add mints! */
- add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_MINTS);
- else /* Tux is big, add coffee: */
- add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_COFFEE);
+ add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
+ else /* Tux is big, add an iceflower: */
+ add_upgrade(posx, posy, col_side, UPGRADE_ICEFLOWER);
play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
break;
case 3: // Add a golden herring
- add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_HERRING);
+ add_upgrade(posx, posy, col_side, UPGRADE_HERRING);
+ break;
+
+ case 4: // Add a 1up extra
+ add_upgrade(posx, posy, col_side, UPGRADE_1UP);
break;
default:
break;
(int)(y / 32) * 32);
}
- score = score + SCORE_DISTRO;
- distros++;
+ player_status.score = player_status.score + SCORE_DISTRO;
+ player_status.distros++;
}
}
void
World::trybumpbadguy(float x, float y)
{
- /* Bad guys: */
- for (unsigned int i = 0; i < bad_guys.size(); i++)
+ // Bad guys:
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
{
- if (bad_guys[i].base.x >= x - 32 && bad_guys[i].base.x <= x + 32 &&
- bad_guys[i].base.y >= y - 16 && bad_guys[i].base.y <= y + 16)
+ if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
+ (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
{
- bad_guys[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);
+ (*i)->collision(&tux, CO_PLAYER, COLLISION_BUMP);
}
}
-
- /* Upgrades: */
+ // Upgrades:
for (unsigned int i = 0; i < upgrades.size(); i++)
{
if (upgrades[i].base.height == 32 &&
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);
}
}
}