}
void
-GameSession::action(float elapsed_time)
+GameSession::update(float elapsed_time)
{
// handle controller
if(main_controller->pressed(Controller::PAUSE_MENU))
// advance timers
if(!currentsector->player->growing_timer.started()) {
// Update Tux and the World
- currentsector->action(elapsed_time);
+ currentsector->update(elapsed_time);
}
// respawning in new sector?
{
Menu* menu = Menu::current();
if(menu) {
- menu->action();
+ menu->update();
if(menu == game_menu) {
switch (game_menu->check()) {
if(!game_pause)
global_time += elapsed_time;
- skipdraw = false;
-
// regulate fps
ticks = SDL_GetTicks();
if(ticks > fps_nextframe_ticks) {
- // don't draw all frames when we're getting too slow
- skipdraw = true;
+ if(skipdraw == true) {
+ // already skipped last frame? we have to slow down the game then...
+ skipdraw = false;
+ fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
+ } else {
+ // don't draw all frames when we're getting too slow
+ skipdraw = true;
+ }
} else {
+ skipdraw = false;
while(fps_nextframe_ticks > ticks) {
/* just wait */
// If we really have to wait long, then do an imprecise SDL_Delay()
// Update the world
check_end_conditions();
if (end_sequence == ENDSEQUENCE_RUNNING)
- action(elapsed_time/2);
+ update(elapsed_time/2);
else if(end_sequence == NO_ENDSEQUENCE)
- action(elapsed_time);
+ update(elapsed_time);
}
else
{
}
void
+GameSession::finish()
+{
+ exit_status = ES_LEVEL_FINISHED;
+}
+
+void
GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
{
newsector = sector;