World::~World()
{
- for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
- delete *i;
-
for (std::vector<GameObject*>::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
- Drawable* drawable = dynamic_cast<Drawable*> (*i);
- if(drawable)
- displaymanager.remove_drawable(drawable);
delete *i;
}
- bad_guys.clear();
delete level;
}
{
// We have detected a collision and now call the
// collision functions of the collided objects.
- (*j)->collision(&bullets[i], CO_BULLET, COLLISION_NORMAL);
+ (*j)->collision(bullets[i], CO_BULLET, COLLISION_NORMAL);
bullets[i]->collision(CO_BADGUY);
break; // bullet is invalid now, so break
}