enum Direction { NONE, WEST, EAST, NORTH, SOUTH };
+std::string direction_to_string(Direction d);
+Direction string_to_direction(const std::string& d);
+Direction reverse_dir(Direction d);
+
class WorldMap;
class Tux
{
+public:
+ Direction back_direction;
private:
WorldMap* worldmap;
Surface* sprite;
public:
Tux(WorldMap* worldmap_);
- void draw();
+ void draw(const Point& offset);
void update(float delta);
void set_direction(Direction d) { input_direction = d; }
bool is_moving() const { return moving; }
+ Point get_pos();
Point get_tile_pos() const { return tile_pos; }
void set_tile_pos(Point p) { tile_pos = p; }
};
private:
Tux* tux;
+ bool quit;
+
Surface* level_sprite;
Surface* leveldot_green;
Surface* leveldot_red;
- bool quit;
-
std::string name;
std::string music;
int width;
int height;
+public:
struct Level
{
int x;
int y;
std::string name;
+ bool solved;
+
+ // Directions which are walkable from this level
+ bool north;
+ bool east;
+ bool south;
+ bool west;
};
+private:
typedef std::vector<Level> Levels;
Levels levels;
Direction input_direction;
bool enter_level;
+ Point offset;
+ std::string savegame_file;
+
+ void draw_status();
public:
WorldMap();
~WorldMap();
void update();
/** Draw one frame */
- void draw();
+ void draw(const Point& offset);
Point get_next_tile(Point pos, Direction direction);
Tile* at(Point pos);
+ WorldMap::Level* at_level();
/** Check if it is possible to walk from \a pos into \a direction,
if possible, write the new position to \a new_pos */
bool path_ok(Direction direction, Point pos, Point* new_pos);
+
+ void savegame(const std::string& filename);
+ void loadgame(const std::string& filename);
};
} // namespace WorldMapNS
-void worldmap_run();
-
#endif
/* Local Variables: */