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forgot to add new files
[supertux.git]
/
src
/
gameloop.h
diff --git
a/src/gameloop.h
b/src/gameloop.h
index
6c95140
..
a63a24b
100644
(file)
--- a/
src/gameloop.h
+++ b/
src/gameloop.h
@@
-22,10
+22,10
@@
#ifndef SUPERTUX_GAMELOOP_H
#define SUPERTUX_GAMELOOP_H
#ifndef SUPERTUX_GAMELOOP_H
#define SUPERTUX_GAMELOOP_H
-#include "
sound
.h"
-#include "
type
.h"
-#include "level.h"
-#include "world.h"
+#include "
timer
.h"
+#include "
statistics
.h"
+
+using namespace SuperTux;
/* GameLoop modes */
/* GameLoop modes */
@@
-35,27
+35,36
@@
#define ST_GL_LOAD_LEVEL_FILE 3
#define ST_GL_DEMO_GAME 4
#define ST_GL_LOAD_LEVEL_FILE 3
#define ST_GL_DEMO_GAME 4
+enum GameMenuIDs {
+ MNID_CONTINUE,
+ MNID_ABORTLEVEL
+ };
+
extern int game_started;
extern int game_started;
-class World;
+class Level;
+class Sector;
+class Statistics;
+
+namespace SuperTux {
+class DrawingContext;
+}
/** The GameSession class controlls the controll flow of a World, ie.
present the menu on specifc keypresses, render and update it while
keeping the speed and framerate sane, etc. */
class GameSession
{
/** The GameSession class controlls the controll flow of a World, ie.
present the menu on specifc keypresses, render and update it while
keeping the speed and framerate sane, etc. */
class GameSession
{
- private:
- Timer fps_timer;
- Timer frame_timer;
- Timer endsequence_timer;
- World* world;
+private:
+ Uint32 fps_ticks;
+ Timer2 endsequence_timer;
+ Level* level;
+ Sector* currentsector;
+
int st_gl_mode;
int levelnb;
float fps_fps;
int st_gl_mode;
int levelnb;
float fps_fps;
- unsigned int last_update_time;
- unsigned int update_time;
int pause_menu_frame;
int pause_menu_frame;
- int debug_fps;
/** If true the end_sequence will be played, user input will be
ignored while doing that */
/** If true the end_sequence will be played, user input will be
ignored while doing that */
@@
-69,33
+78,52
@@
class GameSession
bool game_pause;
bool game_pause;
- // FIXME: Hack for restarting the level
- std::string subset;
+ std::string levelfile;
- public:
- enum ExitStatus { NONE, LEVEL_FINISHED, GAME_OVER, LEVEL_ABORT };
- private:
- ExitStatus exit_status;
- public:
+ // the sector and spawnpoint we shoudl spawn after this frame
+ std::string newsector;
+ std::string newspawnpoint;
- Timer time_left;
+public:
+ enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT };
+private:
+ ExitStatus exit_status;
+public:
+ DrawingContext* context;
+ Timer2 time_left;
- GameSession(const std::string&
subset, int levelnb, int mode
);
+ GameSession(const std::string&
levelfile, int mode, Statistics* statistics=0
);
~GameSession();
/** Enter the busy loop */
ExitStatus run();
void draw();
~GameSession();
/** Enter the busy loop */
ExitStatus run();
void draw();
- void action(double frame_ratio);
-
- Level* get_level() { return world->get_level(); }
- World* get_world() { return world; }
+ void action(float frame_ratio);
+ void set_current()
+ { current_ = this; }
static GameSession* current() { return current_; }
static GameSession* current() { return current_; }
- private:
+
+ void respawn(const std::string& sectorname,
+ const std::string& spawnpointname);
+ Sector* get_current_sector()
+ { return currentsector; }
+
+ void start_sequence(const std::string& sequencename);
+
+private:
static GameSession* current_;
static GameSession* current_;
+ // for cheating
+ std::string last_keys;
+
+ // swap points
+ Vector last_swap_point;
+ Statistics last_swap_stats;
+
+ Statistics* best_level_statistics;
+
void restart_level();
void check_end_conditions();
void restart_level();
void check_end_conditions();
@@
-103,19
+131,20
@@
class GameSession
void process_events();
void levelintro();
void process_events();
void levelintro();
- void drawstatus();
+ void drawstatus(
DrawingContext& context
);
void drawendscreen();
void drawresultscreen(void);
void drawendscreen();
void drawresultscreen(void);
- private:
void on_escape_press();
void process_menu();
};
std::string slotinfo(int slot);
void on_escape_press();
void process_menu();
};
std::string slotinfo(int slot);
-bool rectcollision(base_type* one, base_type* two);
void bumpbrick(float x, float y);
void bumpbrick(float x, float y);
+/** Return true if the gameloop() was entered, false otherwise */
+bool process_load_game_menu();
+
#endif /*SUPERTUX_GAMELOOP_H*/
#endif /*SUPERTUX_GAMELOOP_H*/