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; }
};
int x;
int y;
std::string name;
+ bool solved;
};
typedef std::vector<Level> Levels;
Direction input_direction;
bool enter_level;
+ Point offset;
+
+ 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);
/** 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);
};
} // namespace WorldMapNS
/* Local Variables: */
/* mode:c++ */
-/* End */
+/* End: */