//
-// C++ Interface: world
+// Interface: world
//
// Description:
//
//
//
+#ifndef SUPERTUX_WORLD_H
+#define SUPERTUX_WORLD_H
+
+#include <SDL.h>
+#include "type.h"
+
+/* Bounciness of distros: */
+
+#define NO_BOUNCE 0
+#define BOUNCE 1
+
typedef struct bouncy_distro_type /*It is easier to read the sources IMHO, if we don't write something like int a,b,c; */
{
- int alive;
- int x;
- int y;
- int ym;
+ base_type base;
}
bouncy_distro_type;
+extern texture_type img_distro[4];
+
+void bouncy_distro_init(bouncy_distro_type* pbouncy_distro, float x, float y);
+void bouncy_distro_action(bouncy_distro_type* pbouncy_distro);
+void bouncy_distro_draw(bouncy_distro_type* pbouncy_distro);
+void bouncy_distro_collision(bouncy_distro_type* pbouncy_distro, int c_object);
+
+#define BOUNCY_BRICK_MAX_OFFSET 8
+#define BOUNCY_BRICK_SPEED 0.9
+
typedef struct broken_brick_type
{
- int alive;
- int x;
- int y;
- int xm;
- int ym;
+ base_type base;
+ timer_type timer;
}
broken_brick_type;
+void broken_brick_init(broken_brick_type* pbroken_brick, float x, float y, float xm, float ym);
+void broken_brick_action(broken_brick_type* pbroken_brick);
+void broken_brick_draw(broken_brick_type* pbroken_brick);
+
typedef struct bouncy_brick_type
{
- int alive;
- int x;
- int y;
- int offset;
- int offset_m;
+ float offset;
+ float offset_m;
int shape;
+ base_type base;
}
bouncy_brick_type;
+void bouncy_brick_init(bouncy_brick_type* pbouncy_brick, float x, float y);
+void bouncy_brick_action(bouncy_brick_type* pbouncy_brick);
+void bouncy_brick_draw(bouncy_brick_type* pbouncy_brick);
+
typedef struct floating_score_type
{
- int alive;
- int timer;
- int x;
- int y;
int value;
+ timer_type timer;
+ base_type base;
}
floating_score_type;
+void floating_score_init(floating_score_type* pfloating_score, float x, float y, int s);
+void floating_score_action(floating_score_type* pfloating_score);
+void floating_score_draw(floating_score_type* pfloating_score);
+
+#endif /*SUPERTUX_WORLD_H*/
+