game_pause = false;
end_sequence = 0;
- g_main_controller->reset();
+ g_jk_controller->reset();
currentsector = 0;
// save input for demo?
if(capture_demo_stream != 0) {
- capture_demo_stream ->put(g_main_controller->hold(Controller::LEFT));
- capture_demo_stream ->put(g_main_controller->hold(Controller::RIGHT));
- capture_demo_stream ->put(g_main_controller->hold(Controller::UP));
- capture_demo_stream ->put(g_main_controller->hold(Controller::DOWN));
- capture_demo_stream ->put(g_main_controller->hold(Controller::JUMP));
- capture_demo_stream ->put(g_main_controller->hold(Controller::ACTION));
+ Controller *controller = g_jk_controller->get_main_controller();
+ capture_demo_stream ->put(controller->hold(Controller::LEFT));
+ capture_demo_stream ->put(controller->hold(Controller::RIGHT));
+ capture_demo_stream ->put(controller->hold(Controller::UP));
+ capture_demo_stream ->put(controller->hold(Controller::DOWN));
+ capture_demo_stream ->put(controller->hold(Controller::JUMP));
+ capture_demo_stream ->put(controller->hold(Controller::ACTION));
}
}
GameSession::update(float elapsed_time)
{
// handle controller
- if(g_main_controller->pressed(Controller::PAUSE_MENU))
+ if(g_jk_controller->get_main_controller()->pressed(Controller::PAUSE_MENU))
on_escape_press();
process_events();
end_sequence->start();
sound_manager->play_music("music/leveldone.ogg", false);
- currentsector->player->invincible_timer.start(10000.0f);
+ currentsector->player->set_winning();
// Stop all clocks.
for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();