#ifndef SUPERTUX_WORLD_H
#define SUPERTUX_WORLD_H
#include <vector>
#include <SDL.h>
#include "type.h"
#include "scene.h"
#include "special.h"
#include "badguy.h"
#include "particlesystem.h"
#include "gameobjs.h"
class Level;
class World
{
private:
typedef std::list<BadGuy*> BadGuys;
BadGuys bad_guys_to_add;
Level* level;
Player tux;
Timer scrolling_timer;
int distro_counter;
bool counting_distros;
int currentmusic;
static World* current_;
public:
BadGuys bad_guys;
std::vector<BouncyDistro*> bouncy_distros;
std::vector<BrokenBrick*> broken_bricks;
std::vector<BouncyBrick*> bouncy_bricks;
std::vector<FloatingScore*> floating_scores;
std::vector<Upgrade> upgrades;
std::vector<Bullet> bullets;
typedef std::vector<ParticleSystem*> ParticleSystems;
ParticleSystems particle_systems;
public:
static World* current() { return current_; }
static void set_current(World* w) { current_ = w; }
World(const std::string& filename);
World(const std::string& subset, int level_nr);
World() {};
~World();
Level* get_level() { return level; }
Player* get_tux() { return &tux; }
void set_defaults();
void draw();
void action(double frame_ratio);
void scrolling(double frame_ratio);
void play_music(int musictype);
int get_music_type();
void collision_handler();
void activate_particle_systems();
void activate_bad_guys();
void add_score(float x, float y, int s);
void add_bouncy_distro(float x, float y);
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);
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);
void trygrabdistro(float x, float y, int bounciness);
void trybreakbrick(float x, float y, bool small, Direction col_side);
void tryemptybox(float x, float y, Direction col_side);
void trybumpbadguy(float x, float y);
void apply_bonuses();
};
extern World global_world;
#endif