{
current_ = this;
currentsector = NULL;
-
+
game_pause = false;
statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
level->stats.total_badguys = level->get_total_badguys();
level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
level->stats.reset();
- if (!fromBeginning) level->stats.declare_invalid();
+ if (!fromBeginning && (reset_sector != "")) level->stats.declare_invalid();
if (fromBeginning) reset_sector="";
if(reset_sector != "") {
throw std::runtime_error("Couldn't find main sector");
currentsector->activate("main");
}
-
+
//levelintro();
currentsector->play_music(LEVEL_MUSIC);
GameSession::record_demo(const std::string& filename)
{
delete capture_demo_stream;
-
- capture_demo_stream = new std::ofstream(filename.c_str());
+
+ capture_demo_stream = new std::ofstream(filename.c_str());
if(!capture_demo_stream->good()) {
std::stringstream msg;
msg << "Couldn't open demo file '" << filename << "' for writing.";
{
delete playback_demo_stream;
delete demo_controller;
-
+
playback_demo_stream = new std::ifstream(filename.c_str());
if(!playback_demo_stream->good()) {
std::stringstream msg;
playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
}
-namespace {
- inline const char* chain(const char* c1, const char* c2) {
- return (std::string(c1) + std::string(c2)).c_str();
- }
- inline const char* chain(const char* c1, const char* c2, const char* c3) {
- return (std::string(c1) + std::string(c2) + std::string(c3)).c_str();
- }
-}
-
void
GameSession::levelintro()
{
- char str[60];
-
sound_manager->stop_music();
DrawingContext context;
context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
LAYER_FOREGROUND1);
- snprintf(str, sizeof(str), chain(_("Coins"), ": %d"), player_status->coins);
- context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
+ std::stringstream ss_coins;
+ ss_coins << _("Coins") << ": " << player_status->coins;
+ context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
CENTER_ALLIGN, LAYER_FOREGROUND1);
if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
context.draw_text(white_small_text,
- std::string(_("contributed by ")) + level->get_author(),
+ std::string(_("contributed by ")) + level->get_author(),
Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
if(best_level_statistics != NULL)
GameSession::on_escape_press()
{
if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
+ {
+ // Let the timers run out, we fast-forward them to force past a sequence
+ endsequence_timer.start(FLT_EPSILON);
+ currentsector->player->dying_timer.start(FLT_EPSILON);
return; // don't let the player open the menu, when he is dying
+ }
if(level->on_menukey_script != "") {
std::istringstream in(level->on_menukey_script);
toggle_pause();
}
}
-
+
void
GameSession::toggle_pause()
{
}
end_sequence_controller->press(Controller::RIGHT);
-
+
if (int(last_x_pos) == int(tux.get_pos().x))
- end_sequence_controller->press(Controller::JUMP);
+ end_sequence_controller->press(Controller::JUMP);
last_x_pos = tux.get_pos().x;
}
capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
capture_demo_stream ->put(main_controller->hold(Controller::UP));
capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
- capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
+ capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
}
}
finish(true);
return;
} else if (!end_sequence && tux->is_dead()) {
- if (player_status->coins < 0) {
+ if (player_status->coins < 0) {
// No more coins: restart level from beginning
player_status->coins = 0;
restart_level(true);
- } else {
+ } else {
// Still has coins: restart level from last reset point
restart_level(false);
}
-
+
return;
}
}
-void
+void
GameSession::draw(DrawingContext& context)
{
currentsector->draw(context);
Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
}
-
+
void
GameSession::process_menu()
{
// handle controller
if(main_controller->pressed(Controller::PAUSE_MENU))
on_escape_press();
-
+
process_events();
process_menu();
play_time += elapsed_time; //TODO: make sure we don't count cutscene time
level->stats.time = play_time;
currentsector->update(elapsed_time);
- }
+ }
}
// update sounds
/* Handle music: */
if (end_sequence)
return;
-
+
if(currentsector->player->invincible_timer.started()) {
if(currentsector->player->invincible_timer.get_timeleft() <=
TUX_INVINCIBLE_TIME_WARNING) {
if(WorldMap::current())
WorldMap::current()->finished_level(level.get());
}
-
+
main_loop->exit_screen();
}
bool running = true;
DrawingContext context;
-
+
while(running) {
// TODO make a screen out of this, another mainloop is ugly
level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
}
}
-