Direction reverse_dir(Direction d);
/**
- * Screen that displays a worldmap
+ * Screen that runs a WorldMap, which lets the player choose a Level.
*/
class WorldMap : public Screen
{
typedef std::vector<GameObject*> GameObjects;
GameObjects game_objects;
- TileMap* solids;
+ std::list<TileMap*> solid_tilemaps;
std::auto_ptr<TileManager> tile_manager;
virtual void draw(DrawingContext& context);
Vector get_next_tile(Vector pos, Direction direction);
- const Tile* at(Vector pos);
+
+ /**
+ * gets a bitfield of Tile::WORLDMAP_NORTH | Tile::WORLDMAP_WEST | ... values,
+ * which indicates the directions Tux can move to when at the given position.
+ */
+ int available_directions_at(Vector pos);
+
+ /**
+ * returns a bitfield representing the union of all Tile::WORLDMAP_XXX values
+ * of all solid tiles at the given position
+ */
+ int tile_data_at(Vector pos);
size_t level_count();
size_t solved_level_count();
*/
void move_to_spawnpoint(const std::string& spawnpoint);
+ /**
+ * returns the width (in tiles) of a worldmap
+ */
+ float get_width() const;
+
+ /**
+ * returns the height (in tiles) of a worldmap
+ */
+ float get_height() const;
+
private:
void get_level_title(LevelTile& level);
void draw_status(DrawingContext& context);