static World* current_;
public:
- std::vector<BouncyDistro> bouncy_distros;
- std::vector<BrokenBrick> broken_bricks;
- std::vector<BouncyBrick> bouncy_bricks;
- std::vector<FloatingScore> floating_scores;
+ std::vector<BouncyDistro*> bouncy_distros;
+ std::vector<BrokenBrick*> broken_bricks;
+ std::vector<BouncyBrick*> bouncy_bricks;
+ std::vector<FloatingScore*> floating_scores;
std::vector<Upgrade> upgrades;
std::vector<Bullet> bullets;
- std::vector<ParticleSystem*> particle_systems;
+ typedef std::vector<ParticleSystem*> ParticleSystems;
+ ParticleSystems particle_systems;
public:
static World* current() { return current_; }
/** Try to bumb a badguy that might we walking above Tux, thus shaking
the tile which the badguy is walking on an killing him this way */
void trybumpbadguy(float x, float y);
+
+ /** Apply bonuses active in the player status, used to reactivate
+ bonuses from former levels */
+ void apply_bonuses();
};
/** FIMXE: Workaround for the leveleditor mainly */