#include "math/vector.hpp"
#include "console.hpp"
#include "video/surface.hpp"
+#include "object/endsequence.hpp"
class Level;
class Sector;
void finish(bool win = true);
void respawn(const std::string& sectorname, const std::string& spawnpointname);
void set_reset_point(const std::string& sectorname, const Vector& pos);
+ std::string get_reset_point_sectorname()
+ { return reset_sector; }
+
+ Vector get_reset_point_pos()
+ { return reset_pos; }
+
void display_info_box(const std::string& text);
Sector* get_current_sector()
* resources for the current level/world
*/
std::string get_working_directory();
- void restart_level(bool fromBeginning = true);
+ void restart_level();
void toggle_pause();
- /**
- * Allows adjusting the game speed with a factor. 1.0 means normal speed
- * 0.0 means the game is stopped.
- */
- void adjust_game_speed(float factor);
-
private:
void check_end_conditions();
void process_events();
void on_escape_press();
void process_menu();
- Timer endsequence_timer;
std::auto_ptr<Level> level;
std::auto_ptr<Surface> statistics_backdrop;
int levelnb;
int pause_menu_frame;
- /** If true the end_sequence will be played, user input will be
- ignored while doing that */
- enum EndSequenceState {
- NO_ENDSEQUENCE,
- ENDSEQUENCE_RUNNING, // tux is running right
- ENDSEQUENCE_WAITING // waiting for the end of the music
- };
- EndSequenceState end_sequence;
- float last_x_pos;
- CodeController* end_sequence_controller;
+ EndSequence* end_sequence;
bool game_pause;
std::string reset_sector;
Vector reset_pos;
- /// speed factos
- float speed_factor;
-
// the sector and spawnpoint we should spawn after this frame
std::string newsector;
std::string newspawnpoint;