coins_at_start(),
bonus_at_start(),
max_fire_bullets_at_start(),
- max_ice_bullets_at_start()
+ max_ice_bullets_at_start(),
+ active(false)
{
if (restart_level() != 0)
throw std::runtime_error ("Initializing the level failed.");
}
int
-GameSession::restart_level()
+GameSession::restart_level(bool after_death)
{
PlayerStatus* currentStatus = m_savegame.get_player_status();
coins_at_start = currentStatus->coins;
ScreenManager::current()->pop_screen();
return (-1);
}
-
- SoundManager::current()->stop_music();
- currentsector->play_music(LEVEL_MUSIC);
+ if(after_death == true) {
+ currentsector->resume_music();
+ }
+ else {
+ SoundManager::current()->stop_music();
+ currentsector->play_music(LEVEL_MUSIC);
+ }
if(capture_file != "") {
int newSeed=0; // next run uses a new seed
currentStatus->max_ice_bullets = max_ice_bullets_at_start;
}
+bool
+GameSession::is_active() const
+{
+ return !game_pause && active;
+}
+
void
GameSession::set_editmode(bool edit_mode_)
{
if(end_sequence && end_sequence->is_done()) {
finish(true);
} else if (!end_sequence && tux->is_dead()) {
- restart_level();
+ restart_level(true);
}
}
int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
levelintro_shown = true;
+ active = false;
ScreenManager::current()->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
}
}
void
GameSession::update(float elapsed_time)
{
+ // Set active flag
+ if(!active)
+ {
+ active = true;
+ }
// handle controller
if(InputManager::current()->get_controller()->pressed(Controller::ESCAPE) ||
InputManager::current()->get_controller()->pressed(Controller::START))