#include "badguy.h"
#include "particlesystem.h"
#include "gameobjs.h"
+#include "display_manager.h"
class Level;
+class Background;
/** The World class holds a level and all the game objects (badguys,
bouncy distros, etc) that are needed to run a game. */
BadGuys bad_guys_to_add;
typedef std::list<Trampoline*> Trampolines;
Trampolines trampolines;
+ typedef std::list<FlyingPlatform*> FlyingPlatforms;
+ FlyingPlatforms flying_platforms;
Level* level;
- Player tux;
+ Player* tux;
Timer scrolling_timer;
static World* current_;
public:
+ Background* background;
BadGuys bad_guys;
- 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;
- typedef std::vector<ParticleSystem*> ParticleSystems;
- ParticleSystems particle_systems;
+ std::vector<Upgrade*> upgrades;
+ std::vector<Bullet*> bullets;
+ std::vector<GameObject*> gameobjects;
+
+ DisplayManager displaymanager;
public:
static World* current() { return current_; }
World(const std::string& filename);
World(const std::string& subset, int level_nr);
- World() {};
+ //World() {};
~World();
Level* get_level() { return level; }
- Player* get_tux() { return &tux; }
+ Player* get_tux() { return tux; }
+
+ void add_object(GameObject* object);
void set_defaults();
void draw();
- void action(double frame_ratio);
- void scrolling(double frame_ratio); // camera scrolling
+ void action(float elapsed_time);
+ void scrolling(float elapsed_time); // camera scrolling
void play_music(int musictype);
int get_music_type();
-
/** Checks for all possible collisions. And calls the
collision_handlers, which the collision_objects provide for this
case (or not). */
void collision_handler();
+
+ void parse_objects(lisp_object_t* cur);
void activate_particle_systems();
- void activate_bad_guys();
- void activate_objects();
- void add_score(float x, float y, int s);
- void add_bouncy_distro(float x, float y);
- void add_broken_brick(Tile* tile, float x, float y);
- void add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym);
- void add_bouncy_brick(float x, float y);
+ void add_score(const Vector& pos, int s);
+ void add_bouncy_distro(const Vector& pos);
+ void add_broken_brick(const Vector& pos, Tile* tile);
+ void add_broken_brick_piece(const Vector& pos,
+ const Vector& movement, Tile* tile);
+ void add_bouncy_brick(const Vector& pos);
- BadGuy* add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform = false);
- template <class T, class U> T* add_object(U data);
+ BadGuy* add_bad_guy(float x, float y, BadGuyKind kind);
- 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);
+ bool 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);
/** Try to break the brick at the given coordinates */
- void trybreakbrick(float x, float y, bool small);
+ bool trybreakbrick(float x, float y, bool small);
/** Try to get the content out of a bonus box, thus emptying it */
void tryemptybox(float x, float y, Direction col_side);