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small fixes (timing and animation) on nolok
[supertux.git]
/
src
/
gameloop.h
diff --git
a/src/gameloop.h
b/src/gameloop.h
index
1efa4a3
..
d1898be
100644
(file)
--- a/
src/gameloop.h
+++ b/
src/gameloop.h
@@
-22,9
+22,8
@@
#ifndef SUPERTUX_GAMELOOP_H
#define SUPERTUX_GAMELOOP_H
#ifndef SUPERTUX_GAMELOOP_H
#define SUPERTUX_GAMELOOP_H
-#include "special/timer.h"
-#include "special/base.h"
-#include "special/frame_rate.h"
+#include "timer.h"
+#include "statistics.h"
using namespace SuperTux;
using namespace SuperTux;
@@
-45,6
+44,7
@@
extern int game_started;
class Level;
class Sector;
class Level;
class Sector;
+class Statistics;
namespace SuperTux {
class DrawingContext;
namespace SuperTux {
class DrawingContext;
@@
-56,16
+56,14
@@
class DrawingContext;
class GameSession
{
private:
class GameSession
{
private:
- Timer fps_timer;
- Timer frame_timer;
- Timer endsequence_timer;
+ Uint32 fps_ticks;
+ Timer2 endsequence_timer;
Level* level;
Sector* currentsector;
int st_gl_mode;
int levelnb;
float fps_fps;
Level* level;
Sector* currentsector;
int st_gl_mode;
int levelnb;
float fps_fps;
- FrameRate frame_rate;
int pause_menu_frame;
/** If true the end_sequence will be played, user input will be
int pause_menu_frame;
/** If true the end_sequence will be played, user input will be
@@
-80,28
+78,30
@@
private:
bool game_pause;
bool game_pause;
- std::string level
nam
e;
+ std::string level
fil
e;
bool flip_level;
// the sector and spawnpoint we shoudl spawn after this frame
std::string newsector;
std::string newspawnpoint;
bool flip_level;
// the sector and spawnpoint we shoudl spawn after this frame
std::string newsector;
std::string newspawnpoint;
+
public:
enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT };
private:
ExitStatus exit_status;
public:
DrawingContext* context;
public:
enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT };
private:
ExitStatus exit_status;
public:
DrawingContext* context;
- Timer time_left;
+ Timer
2
time_left;
- GameSession(const std::string& level, int mode, bool flip_level_ = false);
+ GameSession(const std::string& levelfile, int mode, bool flip_level_ = false,
+ 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);
+ void action(
float
frame_ratio);
void set_current()
{ current_ = this; }
void set_current()
{ current_ = this; }
@@
-111,14
+111,20
@@
public:
const std::string& spawnpointname);
Sector* get_current_sector()
{ return currentsector; }
const std::string& spawnpointname);
Sector* get_current_sector()
{ return currentsector; }
+
+ void start_sequence(const std::string& sequencename);
private:
static GameSession* current_;
// for cheating
std::string last_keys;
private:
static GameSession* current_;
// for cheating
std::string last_keys;
- // for fire works
- Timer random_timer;
+
+ // swap points
+ Vector last_swap_point;
+ Statistics last_swap_stats;
+
+ Statistics* best_level_statistics;
void restart_level();
void restart_level();
@@
-137,7
+143,6
@@
private:
std::string slotinfo(int slot);
std::string slotinfo(int slot);
-bool rectcollision(base_type* one, base_type* two);
void bumpbrick(float x, float y);
/** Return true if the gameloop() was entered, false otherwise */
void bumpbrick(float x, float y);
/** Return true if the gameloop() was entered, false otherwise */