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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
cf00120
..
d1898be
100644
(file)
--- a/
src/gameloop.h
+++ b/
src/gameloop.h
@@
-22,9
+22,10
@@
#ifndef SUPERTUX_GAMELOOP_H
#define SUPERTUX_GAMELOOP_H
#ifndef SUPERTUX_GAMELOOP_H
#define SUPERTUX_GAMELOOP_H
-#include "special/timer.h"
-#include "audio/sound.h"
-#include "special/base.h"
+#include "timer.h"
+#include "statistics.h"
+
+using namespace SuperTux;
/* GameLoop modes */
/* GameLoop modes */
@@
-34,7
+35,6
@@
#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
enum GameMenuIDs {
MNID_CONTINUE,
MNID_ABORTLEVEL
@@
-44,7
+44,11
@@
extern int game_started;
class Level;
class Sector;
class Level;
class Sector;
+class Statistics;
+
+namespace SuperTux {
class DrawingContext;
class DrawingContext;
+}
/** The GameSession class controlls the controll flow of a World, ie.
present the menu on specifc keypresses, render and update it while
/** The GameSession class controlls the controll flow of a World, ie.
present the menu on specifc keypresses, render and update it while
@@
-52,19
+56,15
@@
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;
- 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 */
@@
-78,28
+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; }
@@
-109,10
+111,21
@@
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_;
private:
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();
@@
-124,14
+137,12
@@
private:
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);
/** Return true if the gameloop() was entered, false otherwise */
void bumpbrick(float x, float y);
/** Return true if the gameloop() was entered, false otherwise */