#include "math/vector.hpp"
#include "console.hpp"
#include "video/surface.hpp"
+#include "object/endsequence.hpp"
class Level;
class Sector;
~GameSession();
void record_demo(const std::string& filename);
+ int get_demo_random_seed(const std::string& filename);
void play_demo(const std::string& filename);
void draw(DrawingContext& context);
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()
{ return currentsector; }
* resources for the current level/world
*/
std::string get_working_directory();
- void restart_level(bool fromBeginning = true);
+ void restart_level();
void toggle_pause();
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;
};
#endif /*SUPERTUX_GAMELOOP_H*/
-