#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. */
class World
{
private:
- std::vector<BadGuy*> bad_guys;
+ typedef std::list<BadGuy*> BadGuys;
+ 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;
int distro_counter;
bool counting_distros;
static World* current_;
public:
- std::vector<BouncyDistro> bouncy_distros;
- std::vector<BrokenBrick> broken_bricks;
- std::vector<BouncyBrick> bouncy_bricks;
- std::vector<FloatingScore> floating_scores;
+ Background* background;
+ 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<ParticleSystem*> particle_systems;
+ 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 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 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);
- void remove_bad_guy(BadGuy* badguy);
+ 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);
/** 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 */