class Sprite;
class GameObject;
class Player;
+class PlayerStatus;
class Camera;
class TileMap;
class Bullet;
void play_music(MusicType musictype);
MusicType get_music_type();
- bool add_bullet(const Vector& pos, float xm, Direction dir);
+ bool add_bullet(const Vector& pos, const PlayerStatus* player_status, float xm, Direction dir);
bool add_smoke_cloud(const Vector& pos);
/** get currently activated sector. */
}
void collision_tilemap(collision::Constraints* constraints,
- const Vector& movement, const Rectf& dest) const;
+ const Vector& movement, const Rectf& dest,
+ MovingObject &object) const;
/**
* Checks if the specified rectangle is free of (solid) tiles.
std::vector<Player*> get_players() {
return std::vector<Player*>(1, this->player);
}
+ Player *get_nearest_player (const Vector& pos);
Rectf get_active_region();
* (because of ABORT_MOVE in the collision response or no collisions)
*/
void collision_static(collision::Constraints* constraints,
- const Vector& movement, const Rectf& dest, GameObject& object);
+ const Vector& movement, const Rectf& dest, MovingObject& object);
void collision_static_constrains(MovingObject& object);