X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgameobjs.h;h=5ebbe07dfda7a12c81355e9158703dfbe70e3ff3;hb=5a542dea3c6043703683b68fcaa774f6cb0d9127;hp=cc1a1daf6b3a9908706e856d07df4ee01937cf5a;hpb=b145cb4377ee4ba2b2c725e3e1f36a27bcae2ff5;p=supertux.git diff --git a/src/gameobjs.h b/src/gameobjs.h index cc1a1daf6..5ebbe07df 100644 --- a/src/gameobjs.h +++ b/src/gameobjs.h @@ -22,133 +22,83 @@ #ifndef SUPERTUX_GAMEOBJS_H #define SUPERTUX_GAMEOBJS_H -#include "type.h" -#include "texture.h" +#include "video/surface.h" #include "timer.h" #include "scene.h" -#include "physic.h" +#include "math/physic.h" #include "collision.h" -#include "game_object.h" -#include "drawable.h" - -enum ObjectType { OBJ_NONE, OBJ_BADGUY, OBJ_TRAMPOLINE }; - -template -struct ObjectData -{ - int x; - int y; - ObjectType type; - T type_specific; - - ObjectData(ObjectData* pobject) - : x((int)pobject->x), y((int)pobject->y), type(pobject->type), type_specific(pobject->type_specific) {}; - ObjectData(int x_, int y_, ObjectType type_, T type_specific_) - : x(x_), y(y_), type(type_), type_specific(type_specific_) {}; - - ObjectData() - : x(0), y(0), type(OBJ_NONE), type_specific() {}; -}; +#include "special/game_object.h" +#include "special/moving_object.h" +#include "serializable.h" +#include "utils/lispwriter.h" /* Bounciness of distros: */ #define NO_BOUNCE 0 #define BOUNCE 1 -class BouncyDistro : public _GameObject, public Drawable +namespace SuperTux { +class Sprite; +} + +class BouncyCoin : public GameObject { public: - BouncyDistro(DisplayManager& displaymanager, const Vector& pos); + BouncyCoin(const Vector& pos); + ~BouncyCoin(); virtual void action(float elapsed_time); - virtual void draw(ViewPort& viewport, int layer); - virtual std::string type() const - { return "BouncyDistro"; }; + virtual void draw(DrawingContext& context); private: + Sprite* sprite; Vector position; - float ym; + Timer2 timer; }; -extern Surface* img_distro[4]; - -#define BOUNCY_BRICK_MAX_OFFSET 8 -#define BOUNCY_BRICK_SPEED 0.9 - -class Tile; - -class BrokenBrick : public _GameObject, public Drawable +class BrokenBrick : public GameObject { public: - BrokenBrick(DisplayManager& displaymanager, Tile* tile, - const Vector& pos, const Vector& movement); + BrokenBrick(Sprite* sprite, const Vector& pos, const Vector& movement); + ~BrokenBrick(); virtual void action(float elapsed_time); - virtual void draw(ViewPort& viewport, int layer); - - virtual std::string type() const - { return "BrokenBrick"; }; + virtual void draw(DrawingContext& context); private: - Timer timer; - Tile* tile; + Timer2 timer; + Sprite* sprite; Vector position; Vector movement; }; -class BouncyBrick : public _GameObject, public Drawable +class FloatingText : public GameObject { public: - BouncyBrick(DisplayManager& displaymanager, const Vector& pos); - virtual void action(float elapsed_time); - virtual void draw(ViewPort& viewport, int layer); - - virtual std::string type() const - { return "BouncyBrick"; }; - -private: - Vector position; - float offset; - float offset_m; - int shape; -}; - -class FloatingScore : public _GameObject, public Drawable -{ -public: - FloatingScore(DisplayManager& displaymanager, const Vector& pos, int s); + FloatingText(const Vector& pos, const std::string& text_); + FloatingText(const Vector& pos, int s); // use this for score, for instance virtual void action(float elapsed_time); - virtual void draw(ViewPort& viewport, int layer); - virtual std::string type() const - { return "FloatingScore"; }; + virtual void draw(DrawingContext& context); private: Vector position; - char str[10]; - Timer timer; + std::string text; + Timer2 timer; }; +#if 0 +extern Sprite *img_trampoline; -/* Trampoline */ -struct TrampolineData +class Trampoline : public MovingObject, public Serializable { - float power; -}; - -class Trampoline : public GameObject -{ - public: - void init(float x, float y); - void action(double frame_ratio); - void draw(); - std::string type() { return "Trampoline"; }; - - Trampoline(ObjectData data) - { - power = data.type_specific.power; - - init(data.x, data.y); - }; - +public: + Trampoline(LispReader& reader); + Trampoline(float x, float y); + + virtual void write(LispWriter& writer); + virtual void action(float frame_ratio); + virtual void draw(DrawingContext& context); + + virtual void collision(const MovingObject& other, int); void collision(void *p_c_object, int c_object, CollisionType type); Physic physic; @@ -158,57 +108,53 @@ class Trampoline : public GameObject float power; unsigned int frame; }; +#endif -void load_object_gfx(); - +extern Sprite *img_smoke_cloud; -class ObjectManager +class SmokeCloud : public GameObject { - private: - ObjectManager(); - ~ObjectManager(); - - static ObjectManager* instance_; - - // XXX Objects will have to be split up into two categories: - // - Drawn before tux - // - Drawn after tux - // Eventually Player should be a part of ObjectManager - - std::vector badguys; - std::vector trampolines; - std::vector bouncy_distros; - std::vector broken_bricks; - std::vector bouncy_bricks; - //std::vector upgrades; - //std::vector bullets; - - void load_badguys(std::string filename); +public: + SmokeCloud(const Vector& pos); + + virtual void action(float elapsed_time); + virtual void draw(DrawingContext& context); - public: - static ObjectManager* instance() { return instance_ ? instance_ : instance_ = new ObjectManager(); } - static void destroy_instance() { delete instance_; instance_ = 0; } +private: + Timer2 timer; + Vector position; +}; - void draw_bg(); - void draw_fg(); - void actions(); +class Particles : public GameObject +{ +public: + Particles(const Vector& epicenter, int min_angle, int max_angle, + const Vector& initial_velocity, const Vector& acceleration, + int number, Color color, int size, float life_time, int drawing_layer); + ~Particles(); -/* Object* get(unsigned int id) { - if(id < badguys.size()) - { - return badguys[id]; - } - else - { - // Never return 0, but return the 0th tile instead so that - // user code doesn't have to check for NULL pointers all over - // the place - return badguys[0]; - } - } -*/ + virtual void action(float elapsed_time); + virtual void draw(DrawingContext& context); + +private: + Vector accel; + Timer2 timer; + bool live_forever; + + Color color; + float size; + int drawing_layer; + + struct Particle { + Vector pos, vel; +// float angle; + }; + std::vector particles; }; +void load_object_gfx(); +void free_object_gfx(); + #endif /* Local Variables: */