public:
BadGuys bad_guys;
- std::vector<Upgrade> upgrades;
- std::vector<Bullet> bullets;
- std::vector<_GameObject*> gameobjects;
+ std::vector<Upgrade*> upgrades;
+ std::vector<Bullet*> bullets;
+ std::vector<GameObject*> gameobjects;
DisplayManager displaymanager;
Level* get_level() { return level; }
Player* get_tux() { return tux; }
- void add_object(_GameObject* object);
+ void add_object(GameObject* object);
void set_defaults();
void parse_objects(lisp_object_t* cur);
void activate_particle_systems();
- void activate_objects();
void add_score(const Vector& pos, int s);
void add_bouncy_distro(const Vector& pos);
void add_bouncy_brick(const Vector& pos);
BadGuy* add_bad_guy(float x, float y, BadGuyKind kind);
- template <class T, class U> T* add_object(U data);
- void add_upgrade(float x, float y, Direction dir, UpgradeKind kind);
- void add_bullet(float x, float y, float xm, Direction dir);
+ void add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind);
+ void add_bullet(const Vector& pos, float xm, Direction dir);
/** Try to grab the coin at the given coordinates */
void trygrabdistro(float x, float y, int bounciness);