{
for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
delete *i;
+
+ for (ParticleSystems::iterator i = particle_systems.begin();
+ i != particle_systems.end(); ++i)
+ delete *i;
+
+ for (std::vector<BouncyDistro*>::iterator i = bouncy_distros.begin();
+ i != bouncy_distros.end(); ++i)
+ delete *i;
+
+ for (std::vector<BrokenBrick*>::iterator i = broken_bricks.begin();
+ i != broken_bricks.end(); ++i)
+ delete *i;
+
+ for (std::vector<BouncyBrick*>::iterator i = bouncy_bricks.begin();
+ i != bouncy_bricks.end(); ++i)
+ delete *i;
+
+ for (std::vector<FloatingScore*>::iterator i = floating_scores.begin();
+ i != floating_scores.end(); ++i)
+ delete *i;
delete level;
}
/* (Bouncy bricks): */
for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
- bouncy_bricks[i].draw();
+ bouncy_bricks[i]->draw();
for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
(*i)->draw();
bullets[i].draw();
for (unsigned int i = 0; i < floating_scores.size(); ++i)
- floating_scores[i].draw();
+ floating_scores[i]->draw();
for (unsigned int i = 0; i < upgrades.size(); ++i)
upgrades[i].draw();
for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
- bouncy_distros[i].draw();
+ bouncy_distros[i]->draw();
for (unsigned int i = 0; i < broken_bricks.size(); ++i)
- broken_bricks[i].draw();
+ broken_bricks[i]->draw();
/* Draw foreground: */
for (y = 0; y < 15; ++y)
World::action(double frame_ratio)
{
tux.action(frame_ratio);
+ keep_in_bounds();
/* Handle bouncy distros: */
for (unsigned int i = 0; i < bouncy_distros.size(); i++)
- bouncy_distros[i].action(frame_ratio);
+ bouncy_distros[i]->action(frame_ratio);
/* Handle broken bricks: */
for (unsigned int i = 0; i < broken_bricks.size(); i++)
- broken_bricks[i].action(frame_ratio);
-
- /* Handle distro counting: */
- if (counting_distros)
- {
- distro_counter--;
-
- if (distro_counter <= 0)
- counting_distros = -1;
- }
+ broken_bricks[i]->action(frame_ratio);
// Handle all kinds of game objects
for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
- bouncy_bricks[i].action(frame_ratio);
+ bouncy_bricks[i]->action(frame_ratio);
for (unsigned int i = 0; i < floating_scores.size(); i++)
- floating_scores[i].action(frame_ratio);
+ floating_scores[i]->action(frame_ratio);
for (unsigned int i = 0; i < bullets.size(); ++i)
bullets[i].action(frame_ratio);
/* ++i handled at end of the loop */) {
if ((*i)->is_removable()) {
delete *i;
- i = bad_guys.erase(i);
+ i = bad_guys.erase(i);
} else {
++i;
}
}
}
+// the space that it takes for the screen to start scrolling
+#define X_SPACE 80
+
+/* This functions takes cares of the scrolling */
+void World::keep_in_bounds()
+{
+int tux_pos_x = (int)(tux.base.x - (tux.base.width/2));
+
+scroll_x += screen->w/2;
+
+if (scroll_x < tux_pos_x - X_SPACE)
+ scroll_x = tux_pos_x - X_SPACE;
+else if (scroll_x > tux_pos_x + X_SPACE && level->back_scrolling)
+ scroll_x = tux_pos_x + X_SPACE;
+
+scroll_x -= screen->w/2;
+
+if(scroll_x < 0)
+ scroll_x = 0;
+}
+
+
void
World::collision_handler()
{
// functions of the collided objects.
if (tux.previous_base.y < tux.base.y &&
tux.previous_base.y + tux.previous_base.height
- < (*i)->base.y + (*i)->base.height/2)
+ < (*i)->base.y + (*i)->base.height/2
+ && !tux.invincible_timer.started())
{
(*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
}
{
player_status.score += s;
- FloatingScore new_floating_score;
- new_floating_score.init(x,y,s);
+ FloatingScore* new_floating_score = new FloatingScore();
+ new_floating_score->init(x,y,s);
floating_scores.push_back(new_floating_score);
}
void
World::add_bouncy_distro(float x, float y)
{
- BouncyDistro new_bouncy_distro;
- new_bouncy_distro.init(x,y);
+ BouncyDistro* new_bouncy_distro = new BouncyDistro();
+ new_bouncy_distro->init(x,y);
bouncy_distros.push_back(new_bouncy_distro);
}
void
World::add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym)
{
- BrokenBrick new_broken_brick;
- new_broken_brick.init(tile, x, y, xm, ym);
+ BrokenBrick* new_broken_brick = new BrokenBrick();
+ new_broken_brick->init(tile, x, y, xm, ym);
broken_bricks.push_back(new_broken_brick);
}
void
World::add_bouncy_brick(float x, float y)
{
- BouncyBrick new_bouncy_brick;
- new_bouncy_brick.init(x,y);
+ BouncyBrick* new_bouncy_brick = new BouncyBrick();
+ new_bouncy_brick->init(x,y);
bouncy_bricks.push_back(new_bouncy_brick);
}
add_bouncy_distro(((int)(x + 1) / 32) * 32,
(int)(y / 32) * 32);
+ // TODO: don't handle this in a global way but per-tile...
if (!counting_distros)
{
counting_distros = true;
- distro_counter = 50;
+ distro_counter = 5;
+ }
+ else
+ {
+ distro_counter--;
}
if (distro_counter <= 0)
- plevel->change(x, y, TM_IA, tile->next_tile);
+ {
+ counting_distros = false;
+ plevel->change(x, y, TM_IA, tile->next_tile);
+ }
play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
player_status.score = player_status.score + SCORE_DISTRO;