#include <vector>
#include <string>
-#include <SDL_mixer.h>
+#include "musicref.h"
namespace WorldMapNS {
int y;
};
-struct Tile
+class Tile
{
- texture_type sprite;
+public:
+ Tile();
+ ~Tile();
+
+ Surface* sprite;
// Directions in which Tux is allowed to walk from this tile
bool north;
/** 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 };
+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;
- texture_type sprite;
+ Surface* largetux_sprite;
+ Surface* firetux_sprite;
+ Surface* smalltux_sprite;
Direction input_direction;
Direction direction;
void stop();
public:
Tux(WorldMap* worldmap_);
+ ~Tux();
- 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;
- texture_type level_sprite;
- texture_type leveldot_green;
- texture_type leveldot_red;
-
bool quit;
+ Surface* level_sprite;
+ Surface* leveldot_green;
+ Surface* leveldot_red;
+
std::string name;
std::string music;
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();
~WorldMap();
void get_input();
/** Update Tux position */
- void update();
+ void update(float delta);
/** 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);
+private:
+ void on_escape_press();
};
} // namespace WorldMapNS
-void worldmap_run();
-
#endif
/* Local Variables: */
/* mode:c++ */
-/* End */
+/* End: */