#include "object/tilemap.hpp"
#include "object/camera.hpp"
#include "object/player.hpp"
+#include "object/level_time.hpp"
#include "lisp/lisp.hpp"
#include "lisp/parser.hpp"
#include "resources.hpp"
#include "file_system.hpp"
#include "gameconfig.hpp"
#include "gettext.hpp"
+#include "exceptions.hpp"
+#include "flip_level_transformer.hpp"
// the engine will be run with a logical framerate of 64fps.
// We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
currentsector = 0;
game_pause = false;
- music_playing = false;
fps_fps = 0;
context = new DrawingContext();
global_stats.reset();
global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
- //global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit);
+
+ // get time
+ int time = 0;
+ for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
+ {
+ Sector* sec = *i;
+
+ for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
+ j != sec->gameobjects.end(); ++j)
+ {
+ GameObject* obj = *j;
+
+ LevelTime* lt = dynamic_cast<LevelTime*> (obj);
+ if(lt)
+ time += int(lt->get_level_time());
+ }
+ }
+ global_stats.set_total_points(TIME_NEEDED_STAT, (time == 0) ? -1 : time);
if(reset_sector != "") {
currentsector = level->get_sector(reset_sector);
if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
levelintro();
- if (!music_playing)
- {
- currentsector->play_music(LEVEL_MUSIC);
- music_playing = true;
- }
+ currentsector->play_music(LEVEL_MUSIC);
if(capture_file != "")
record_demo(capture_file);
{
char str[60];
+ sound_manager->stop_music();
+
DrawingContext context;
for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
i != currentsector->gameobjects.end(); ++i) {
Menu::current()->event(event);
main_controller->process_event(event);
if(event.type == SDL_QUIT)
- throw std::runtime_error("Received window close");
+ throw graceful_shutdown();
}
// playback a demo?
currentsector->camera->reset(
Vector(tux.get_pos().x, tux.get_pos().y));
}
+ if(main_controller->check_cheatcode("flip")) {
+ FlipLevelTransformer flip_transformer;
+ flip_transformer.transform(GameSession::current()->get_current_level());
+ }
if(main_controller->check_cheatcode("finish")) {
// finish current sector
exit_status = ES_LEVEL_FINISHED;
// don't add points to stats though...
}
+ if(main_controller->check_cheatcode("camera")) {
+ std::cout << "Camera is at "
+ << Sector::current()->camera->get_translation().x << ","
+ << Sector::current()->camera->get_translation().y << "\n";
+ }
}
void
/* End of level? */
if(end_sequence && endsequence_timer.check()) {
exit_status = ES_LEVEL_FINISHED;
+
+ // add time spent to statistics
+ int tottime = 0, remtime = 0;
+ for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
+ {
+ Sector* sec = *i;
+
+ for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
+ j != sec->gameobjects.end(); ++j)
+ {
+ GameObject* obj = *j;
+
+ LevelTime* lt = dynamic_cast<LevelTime*> (obj);
+ if(lt)
+ {
+ tottime += int(lt->get_level_time());
+ remtime += int(lt->get_remaining_time());
+ }
+ }
+ }
+ global_stats.set_points(TIME_NEEDED_STAT, (tottime == 0 ? -1 : (tottime-remtime)));
+
return;
} else if (!end_sequence && tux->is_dead()) {
if (player_status->lives < 0) { // No more lives!?
void
GameSession::draw_pause()
{
- int x = SCREEN_HEIGHT / 20;
- for(int i = 0; i < x; ++i) {
- context->draw_filled_rect(
- Vector(i % 2 ? (pause_menu_frame * i)%SCREEN_WIDTH :
- -((pause_menu_frame * i)%SCREEN_WIDTH)
- ,(i*20+pause_menu_frame)%SCREEN_HEIGHT),
- Vector(SCREEN_WIDTH,10),
- Color(0.1, 0.1, 0.1, static_cast<float>(rand() % 20 + 1) / 255.0),
- LAYER_FOREGROUND1+1);
- }
-
context->draw_filled_rect(
Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
- Color(
- static_cast<float>(rand() % 50) / 255.0,
- static_cast<float>(rand() % 50) / 255.0,
- static_cast<float>(rand() % 50) / 255.0,
- 0.5), LAYER_FOREGROUND1);
-#if 0
- context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
- Vector(SCREEN_WIDTH/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
-
- const char* str1 = _("Playing: ");
- const char* str2 = level->get_name().c_str();
-
- context->draw_text(blue_text, str1,
- Vector((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
- LEFT_ALLIGN, LAYER_FOREGROUND1+2);
- context->draw_text(white_text, str2,
- Vector(((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
- LEFT_ALLIGN, LAYER_FOREGROUND1+2);
-#endif
+ Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
}
void
//frame_rate.update();
/* Handle music: */
- if (currentsector->player->invincible_timer.started() && !end_sequence)
+ if (currentsector->player->invincible_timer.started() &&
+ currentsector->player->invincible_timer.get_timeleft()
+ > TUX_INVINCIBLE_TIME_WARNING && !end_sequence)
{
currentsector->play_music(HERRING_MUSIC);
}
while (SDL_PollEvent(&event)) {
main_controller->process_event(event);
if(event.type == SDL_QUIT)
- throw std::runtime_error("Received window close event");
+ throw graceful_shutdown();
}
if(main_controller->pressed(Controller::JUMP)
|| main_controller->pressed(Controller::PAUSE_MENU)
|| main_controller->pressed(Controller::MENU_SELECT))
running = false;
+ else if(main_controller->pressed(Controller::DOWN))
+ box->scrolldown();
+ else if(main_controller->pressed(Controller::UP))
+ box->scrollup();
box->draw(*context);
draw();
sound_manager->update();
return;
end_sequence = ENDSEQUENCE_RUNNING;
- endsequence_timer.start(7.0); // 7 seconds until we finish the map
+ endsequence_timer.start(level->extro_length);
last_x_pos = -1;
- sound_manager->play_music("music/leveldone.ogg", false);
- currentsector->player->invincible_timer.start(7.0);
+ sound_manager->play_music("music/" + level->extro_music, false);
+ currentsector->player->invincible_timer.start(level->extro_length);
+
+ // Stop all clocks.
+ for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
+ i != currentsector->gameobjects.end(); ++i)
+ {
+ GameObject* obj = *i;
+
+ LevelTime* lt = dynamic_cast<LevelTime*> (obj);
+ if(lt)
+ lt->stop();
+ }
if(sequencename == "fireworks") {
currentsector->add_object(new Fireworks());
}
} else if(sequencename == "stoptux") {
+ if(!end_sequence) {
+ std::cout << "WARNING: Final target reached without "
+ << "an active end sequence." << std::endl;
+ this->start_sequence("endsequence");
+ }
end_sequence = ENDSEQUENCE_WAITING;
} else {
std::cout << "Unknown sequence '" << sequencename << "'.\n";
if(config->show_fps) {
char str[60];
- snprintf(str, sizeof(str), "%2.1f", fps_fps);
+ snprintf(str, sizeof(str), "%3.1f", fps_fps);
context.draw_text(white_text, "FPS",
Vector(SCREEN_WIDTH -
white_text->get_text_width("FPS ") - BORDER_X, BORDER_Y + 40),
context.draw_text(blue_text, _("Result:"), Vector(SCREEN_WIDTH/2, 200),
CENTER_ALLIGN, LAYER_FOREGROUND1);
- sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
- context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
+// sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
+// context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
+ // y == 256 before removal of score
sprintf(str, _("COINS: %d"), player_status->coins);
- context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
+ context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
context.do_drawing();