#include "special.h"
#include "badguy.h"
#include "particlesystem.h"
-#include "gameobjs.h"
+#include "screen/drawing_context.h"
+class Camera;
class Level;
+class Background;
+class Trampoline;
+class FlyingPlatform;
/** The World class holds a level and all the game objects (badguys,
bouncy distros, etc) that are needed to run a game. */
{
private:
typedef std::list<BadGuy*> BadGuys;
- BadGuys bad_guys;
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;
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;
- typedef std::vector<ParticleSystem*> ParticleSystems;
- ParticleSystems particle_systems;
+ Camera* camera;
+ DrawingContext context;
public:
- static World* current() { return current_; }
- static void set_current(World* w) { current_ = w; }
+ static World* current()
+ { return current_; }
+ static void set_current(World* w)
+ { current_ = w; }
- World(const std::string& filename);
- World(const std::string& subset, int level_nr);
- World();
+ World(const std::string& filename, int level_nr = -1);
~World();
- Level* get_level() { return level; }
- Player* get_tux() { return &tux; }
+ Level* get_level()
+ { return level; }
+ 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 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);
+ 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);