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- added fullscreen/window switch to F11 (gnome-like)
[supertux.git]
/
src
/
game_session.cpp
diff --git
a/src/game_session.cpp
b/src/game_session.cpp
index
2b539ee
..
2abb68c
100644
(file)
--- a/
src/game_session.cpp
+++ b/
src/game_session.cpp
@@
-34,6
+34,7
@@
#include "game_session.hpp"
#include "log.hpp"
#include "game_session.hpp"
#include "log.hpp"
+#include "console.hpp"
#include "worldmap/worldmap.hpp"
#include "mainloop.hpp"
#include "audio/sound_manager.hpp"
#include "worldmap/worldmap.hpp"
#include "mainloop.hpp"
#include "audio/sound_manager.hpp"
@@
-99,7
+100,7
@@
GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
- restart_level(
true
);
+ restart_level();
game_menu.reset(new Menu());
game_menu->add_label(_("Pause"));
game_menu.reset(new Menu());
game_menu->add_label(_("Pause"));
@@
-111,7
+112,7
@@
GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
}
void
}
void
-GameSession::restart_level(
bool fromBeginning
)
+GameSession::restart_level()
{
game_pause = false;
end_sequence = 0;
{
game_pause = false;
end_sequence = 0;
@@
-126,9
+127,8
@@
GameSession::restart_level(bool fromBeginning)
level->stats.total_badguys = level->get_total_badguys();
level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
level->stats.reset();
level->stats.total_badguys = level->get_total_badguys();
level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
level->stats.reset();
- if
(!fromBeginning && (reset_sector != ""))
level->stats.declare_invalid();
+ if
(reset_sector != "")
level->stats.declare_invalid();
- if (fromBeginning) reset_sector="";
if(reset_sector != "") {
currentsector = level->get_sector(reset_sector);
if(!currentsector) {
if(reset_sector != "") {
currentsector = level->get_sector(reset_sector);
if(!currentsector) {
@@
-382,18
+382,8
@@
GameSession::check_end_conditions()
/* End of level? */
if(end_sequence && end_sequence->is_done()) {
finish(true);
/* End of level? */
if(end_sequence && end_sequence->is_done()) {
finish(true);
- return;
} else if (!end_sequence && tux->is_dead()) {
} else if (!end_sequence && tux->is_dead()) {
- if (player_status->coins < 0) {
- // No more coins: restart level from beginning
- player_status->coins = 0;
- restart_level(true);
- } else {
- // Still has coins: restart level from last reset point
- restart_level(false);
- }
-
- return;
+ restart_level();
}
}
}
}
@@
-597,7
+587,7
@@
GameSession::start_sequence(const std::string& sequencename)
if (sequencename == "endsequence") {
// Determine walking direction for Tux
if (sequencename == "endsequence") {
// Determine walking direction for Tux
- float xst = 1.f, xend = 2.f;
+
/*
float xst = 1.f, xend = 2.f;
for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); i++) {
SequenceTrigger* st = dynamic_cast<SequenceTrigger*>(*i);
if(!st)
for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); i++) {
SequenceTrigger* st = dynamic_cast<SequenceTrigger*>(*i);
if(!st)
@@
-612,6
+602,11
@@
GameSession::start_sequence(const std::string& sequencename)
end_sequence = new EndSequenceWalkLeft();
} else {
end_sequence = new EndSequenceWalkRight();
end_sequence = new EndSequenceWalkLeft();
} else {
end_sequence = new EndSequenceWalkRight();
+ }*/
+ if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
+ end_sequence = new EndSequenceWalkLeft();
+ } else {
+ end_sequence = new EndSequenceWalkRight();
}
}
else if (sequencename == "fireworks") end_sequence = new EndSequenceFireworks();
}
}
else if (sequencename == "fireworks") end_sequence = new EndSequenceFireworks();