#include "type.h"
#include "scene.h"
#include "special.h"
+#include "badguy.h"
#include "particlesystem.h"
#include "gameobjs.h"
+class Level;
+
/** The World class holds a level and all the game objects (badguys,
bouncy distros, etc) that are needed to run a game. */
class World
{
public:
Level* level;
+
+ Player tux;
std::vector<BouncyDistro> bouncy_distros;
std::vector<BrokenBrick> broken_bricks;
std::vector<FloatingScore> floating_scores;
std::vector<BadGuy> bad_guys;
- std::vector<upgrade_type> upgrades;
- std::vector<bullet_type> bullets;
+ std::vector<Upgrade> upgrades;
+ std::vector<Bullet> bullets;
std::vector<ParticleSystem*> particle_systems;
+ int distro_counter;
+ bool counting_distros;
+
static World* current_;
public:
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();
- Level* get_level() { return level; }
+ Level* get_level() { return level; }
+ Player* get_tux() { return &tux; }
void set_defaults();
void draw();
- void action();
+ void action(double frame_ratio);
/** Checks for all possible collisions. And calls the
collision_handlers, which the collision_objects provide for this
case (or not). */
void collision_handler();
- void arrays_free();
-
- /** Load data for this level:
- Returns -1, if the loading of the level failed. */
- int load(const char* subset, int level);
-
- /** Load data for this level:
- Returns -1, if the loading of the level failed. */
- int load(const std::string& filename);
-
void activate_particle_systems();
void activate_bad_guys();
void trybumpbadguy(float x, float y);
};
-extern World world;
+/** FIMXE: Workaround for the leveleditor mainly */
+extern World global_world;
#endif /*SUPERTUX_WORLD_H*/
+/* Local Variables: */
+/* mode:c++ */
+/* End: */
+