bouncy distros, etc) that are needed to run a game. */
class World
{
- public:
+private:
+ typedef std::list<BadGuy*> BadGuys;
+ BadGuys bad_guys;
+ BadGuys bad_guys_to_add;
Level* level;
-
Player tux;
-
+
+ int distro_counter;
+ bool counting_distros;
+ int currentmusic;
+
+ static World* current_;
+public:
std::vector<BouncyDistro> bouncy_distros;
std::vector<BrokenBrick> broken_bricks;
std::vector<BouncyBrick> bouncy_bricks;
std::vector<FloatingScore> floating_scores;
- std::vector<BadGuy> bad_guys;
std::vector<Upgrade> upgrades;
std::vector<Bullet> bullets;
std::vector<ParticleSystem*> particle_systems;
- int distro_counter;
- bool counting_distros;
-
- static World* current_;
- public:
+public:
static World* current() { return current_; }
static void set_current(World* w) { current_ = w; }
void draw();
void action(double frame_ratio);
+ void play_music(int musictype);
+ int get_music_type();
+
+
/** Checks for all possible collisions. And calls the
collision_handlers, which the collision_objects provide for this
case (or not). */
void add_broken_brick(Tile* tile, float x, float y);
void add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym);
void add_bouncy_brick(float x, float y);
- void add_bad_guy(float x, float y, BadGuyKind kind);
- void add_upgrade(float x, float y, int dir, UpgradeKind kind);
- void add_bullet(float x, float y, float xm, int dir);
+
+ BadGuy* add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform = false);
+
+ void add_upgrade(float x, float y, Direction dir, UpgradeKind kind);
+ void add_bullet(float x, float y, float xm, Direction dir);
/** Try to grab the coin at the given coordinates */
void trygrabdistro(float x, float y, int bounciness);
void trybreakbrick(float x, float y, bool small);
/** Try to get the content out of a bonus box, thus emptying it */
- void tryemptybox(float x, float y, int col_side);
+ void tryemptybox(float x, float y, Direction col_side);
/** Try to bumb a badguy that might we walking above Tux, thus shaking
the tile which the badguy is walking on an killing him this way */
void trybumpbadguy(float x, float y);
+
+ /** Apply bonuses active in the player status, used to reactivate
+ bonuses from former levels */
+ void apply_bonuses();
};
/** FIMXE: Workaround for the leveleditor mainly */