#include <vector>
#include <string>
-#include <SDL_mixer.h>
+#include "musicref.h"
namespace WorldMapNS {
int y;
};
-struct Tile
+class Tile
{
+public:
+ Tile();
+ ~Tile();
+
Surface* sprite;
// Directions in which Tux is allowed to walk from this tile
/** Stop on this tile or walk over it? */
bool stop;
+
+ /** When set automatically turn directions when walked over such a
+ tile (ie. walk smoothly a curve) */
+ bool auto_walk;
};
class TileManager
private:
typedef std::vector<Tile*> Tiles;
Tiles tiles;
- static TileManager* instance_ ;
- TileManager();
public:
- static TileManager* instance() { return instance_ ? instance_ : instance_ = new TileManager(); }
+ TileManager();
+ ~TileManager();
- void load();
Tile* get(int i);
};
-enum Direction { NONE, WEST, EAST, NORTH, SOUTH };
+enum Direction { D_NONE, D_WEST, D_EAST, D_NORTH, D_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;
+ Surface* largetux_sprite;
+ Surface* firetux_sprite;
+ Surface* smalltux_sprite;
Direction input_direction;
Direction direction;
void stop();
public:
Tux(WorldMap* worldmap_);
+ ~Tux();
void draw(const Point& offset);
void update(float delta);
int width;
int height;
+ TileManager* tile_manager;
+
+public:
struct Level
{
int x;
int y;
std::string name;
+ std::string title;
bool solved;
+
+ /** Filename of the extro text to show once the level is
+ successfully completed */
+ std::string extro_filename;
+
+ // Directions which are walkable from this level
+ bool north;
+ bool east;
+ bool south;
+ bool west;
};
+private:
typedef std::vector<Level> Levels;
Levels levels;
- Mix_Music* song;
+ MusicRef song;
Direction input_direction;
bool enter_level;
Point offset;
std::string savegame_file;
+ void get_level_title(Levels::pointer level);
+
void draw_status();
public:
WorldMap();
void get_input();
/** Update Tux position */
- void update();
+ void update(float delta);
/** Draw one frame */
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 */
void savegame(const std::string& filename);
void loadgame(const std::string& filename);
+private:
+ void on_escape_press();
};
} // namespace WorldMapNS