#include <config.h>
#include <iostream>
+#include <fstream>
#include <sstream>
#include <cassert>
#include <cstdio>
#include <SDL.h>
-#ifndef WIN32
-#include <sys/types.h>
-#include <ctype.h>
-#endif
-
-#include "app/globals.h"
-#include "game_session.h"
-#include "video/screen.h"
-#include "app/setup.h"
-#include "gui/menu.h"
-#include "sector.h"
-#include "level.h"
-#include "tile.h"
-#include "player_status.h"
-#include "object/particlesystem.h"
-#include "object/background.h"
-#include "object/tilemap.h"
-#include "object/camera.h"
-#include "object/player.h"
-#include "lisp/lisp.h"
-#include "lisp/parser.h"
-#include "resources.h"
-#include "app/gettext.h"
-#include "worldmap.h"
-#include "misc.h"
-#include "statistics.h"
-#include "timer.h"
-#include "object/fireworks.h"
-#include "textscroller.h"
-#include "control/codecontroller.h"
-#include "control/joystickkeyboardcontroller.h"
-#include "main.h"
+#include "game_session.hpp"
+#include "video/screen.hpp"
+#include "audio/sound_manager.hpp"
+#include "gui/menu.hpp"
+#include "sector.hpp"
+#include "level.hpp"
+#include "tile.hpp"
+#include "player_status.hpp"
+#include "object/particlesystem.hpp"
+#include "object/background.hpp"
+#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 "worldmap.hpp"
+#include "misc.hpp"
+#include "statistics.hpp"
+#include "timer.hpp"
+#include "object/fireworks.hpp"
+#include "textscroller.hpp"
+#include "control/codecontroller.hpp"
+#include "control/joystickkeyboardcontroller.hpp"
+#include "main.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"
+// binary fraction...
+static const float LOGICAL_FPS = 64.0;
GameSession* GameSession::current_ = 0;
Statistics* statistics)
: level(0), currentsector(0), mode(mode),
end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
- levelfile(levelfile_), best_level_statistics(statistics)
+ levelfile(levelfile_), best_level_statistics(statistics),
+ capture_demo_stream(0), playback_demo_stream(0), demo_controller(0)
{
current_ = this;
+ currentsector = 0;
game_pause = false;
fps_fps = 0;
end_sequence = NO_ENDSEQUENCE;
main_controller->reset();
- last_keys.clear();
delete level;
currentsector = 0;
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();
- start_timers();
currentsector->play_music(LEVEL_MUSIC);
+
+ if(capture_file != "")
+ record_demo(capture_file);
}
GameSession::~GameSession()
{
+ delete capture_demo_stream;
+ delete playback_demo_stream;
+ delete demo_controller;
+
delete end_sequence_controller;
delete level;
delete context;
+
+ current_ = NULL;
}
void
-GameSession::levelintro()
+GameSession::record_demo(const std::string& filename)
+{
+ delete capture_demo_stream;
+
+ 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.";
+ throw std::runtime_error(msg.str());
+ }
+ capture_file = filename;
+}
+
+void
+GameSession::play_demo(const std::string& filename)
{
- sound_manager->halt_music();
+ delete playback_demo_stream;
+ delete demo_controller;
+ playback_demo_stream = new std::ifstream(filename.c_str());
+ if(!playback_demo_stream->good()) {
+ std::stringstream msg;
+ msg << "Couldn't open demo file '" << filename << "' for reading.";
+ throw std::runtime_error(msg.str());
+ }
+
+ Player& tux = *currentsector->player;
+ demo_controller = new CodeController();
+ tux.set_controller(demo_controller);
+}
+
+void
+GameSession::levelintro()
+{
char str[60];
+ sound_manager->stop_music();
+
DrawingContext context;
for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
i != currentsector->gameobjects.end(); ++i) {
context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
LAYER_FOREGROUND1);
- sprintf(str, "TUX x %d", player_status.lives);
+ sprintf(str, "TUX x %d", player_status->lives);
context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
CENTER_ALLIGN, LAYER_FOREGROUND1);
context.do_drawing();
- SDL_Event event;
- wait_for_event(event,1000,3000,true);
-}
-
-/* Reset Timers */
-void
-GameSession::start_timers()
-{
- time_left.start(level->timelimit);
- Ticks::pause_init();
+ wait_for_event(1.0, 3.0);
}
void
} else if (!Menu::current()) {
Menu::set_current(game_menu);
game_menu->set_active_item(MNID_CONTINUE);
- Ticks::pause_start();
game_pause = true;
} else {
- Ticks::pause_stop();
game_pause = false;
}
}
// end of pause mode?
if(!Menu::current() && game_pause) {
game_pause = false;
- Ticks::pause_stop();
}
if (end_sequence != NO_ENDSEQUENCE) {
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?
+ if(playback_demo_stream != 0) {
+ demo_controller->update();
+ char left = false;
+ char right = false;
+ char up = false;
+ char down = false;
+ char jump = false;
+ char action = false;
+ playback_demo_stream->get(left);
+ playback_demo_stream->get(right);
+ playback_demo_stream->get(up);
+ playback_demo_stream->get(down);
+ playback_demo_stream->get(jump);
+ playback_demo_stream->get(action);
+ demo_controller->press(Controller::LEFT, left);
+ demo_controller->press(Controller::RIGHT, right);
+ demo_controller->press(Controller::UP, up);
+ demo_controller->press(Controller::DOWN, down);
+ demo_controller->press(Controller::JUMP, jump);
+ demo_controller->press(Controller::ACTION, action);
+ }
+
+ // save input for demo?
+ if(capture_demo_stream != 0) {
+ capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
+ 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::ACTION));
}
}
void
GameSession::try_cheats()
{
+ if(currentsector == 0)
+ return;
Player& tux = *currentsector->player;
// Cheating words (the goal of this is really for debugging,
// but could be used for some cheating, nothing wrong with that)
if(main_controller->check_cheatcode("grow")) {
tux.set_bonus(GROWUP_BONUS, false);
- last_keys.clear();
}
if(main_controller->check_cheatcode("fire")) {
tux.set_bonus(FIRE_BONUS, false);
- last_keys.clear();
}
if(main_controller->check_cheatcode("ice")) {
tux.set_bonus(ICE_BONUS, false);
- last_keys.clear();
}
if(main_controller->check_cheatcode("lifeup")) {
- player_status.lives++;
- last_keys.clear();
+ player_status->lives++;
}
if(main_controller->check_cheatcode("lifedown")) {
- player_status.lives--;
- last_keys.clear();
+ player_status->lives--;
}
if(main_controller->check_cheatcode("grease")) {
tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
- last_keys.clear();
}
if(main_controller->check_cheatcode("invincible")) {
// be invincle for the rest of the level
tux.invincible_timer.start(10000);
- last_keys.clear();
+ }
+ if(main_controller->check_cheatcode("mortal")) {
+ // give up invincibility
+ tux.invincible_timer.stop();
}
if(main_controller->check_cheatcode("shrink")) {
// remove powerups
tux.kill(tux.SHRINK);
- last_keys.clear();
}
if(main_controller->check_cheatcode("kill")) {
// kill Tux, but without losing a life
- player_status.lives++;
+ player_status->lives++;
tux.kill(tux.KILL);
- last_keys.clear();
+ }
+ if(main_controller->check_cheatcode("whereami")) {
+ std::cout << "You are at x " << tux.get_pos().x << ", y " << tux.get_pos().y << "." << std::endl;
}
#if 0
if(main_controller->check_cheatcode("grid")) {
// toggle debug grid
debug_grid = !debug_grid;
- last_keys.clear();
}
#endif
- if(main_controller->check_cheatcode("hover")) {
- // toggle hover ability on/off
- tux.enable_hover = !tux.enable_hover;
- last_keys.clear();
- }
if(main_controller->check_cheatcode("gotoend")) {
// goes to the end of the level
tux.move(Vector(
(currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0));
currentsector->camera->reset(
Vector(tux.get_pos().x, tux.get_pos().y));
- last_keys.clear();
+ }
+ 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...
}
- // temporary to help player's choosing a flapping
- if(main_controller->check_cheatcode("marek")) {
- tux.flapping_mode = Player::MAREK_FLAP;
- last_keys.clear();
- }
- if(main_controller->check_cheatcode("ricardo")) {
- tux.flapping_mode = Player::RICARDO_FLAP;
- last_keys.clear();
- }
- if(main_controller->check_cheatcode("ryan")) {
- tux.flapping_mode = Player::RYAN_FLAP;
- last_keys.clear();
+ if(main_controller->check_cheatcode("camera")) {
+ std::cout << "Camera is at "
+ << Sector::current()->camera->get_translation().x << ","
+ << Sector::current()->camera->get_translation().y << "\n";
}
}
/* 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!?
+ if (player_status->lives < 0) { // No more lives!?
exit_status = ES_GAME_OVER;
} else { // Still has lives, so reset Tux to the levelstart
restart_level();
}
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?
newsector = "";
newspawnpoint = "";
}
+
+ // update sounds
+ sound_manager->set_listener_position(currentsector->player->get_pos());
}
void
if(Menu::current()) {
Menu::current()->draw(*context);
- mouse_cursor->draw(*context);
}
context->do_drawing();
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(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
- }
-
context->draw_filled_rect(
Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
- Color(rand() % 50, rand() % 50, rand() % 50, 128), 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
{
Menu* menu = Menu::current();
if(menu) {
- menu->action();
+ menu->update();
if(menu == game_menu) {
switch (game_menu->check()) {
current_ = this;
int fps_cnt = 0;
- double fps_nextframe_ticks; // fps regulating code
// Eat unneeded events
SDL_Event event;
draw();
- Uint32 lastticks = SDL_GetTicks();
- fps_ticks = SDL_GetTicks();
- fps_nextframe_ticks = SDL_GetTicks(); // fps regulating code
+ Uint32 fps_ticks = SDL_GetTicks();
+ Uint32 fps_nextframe_ticks = SDL_GetTicks();
+ Uint32 ticks;
+ bool skipdraw = false;
while (exit_status == ES_NONE) {
- Uint32 ticks = SDL_GetTicks();
- float elapsed_time = float(ticks - lastticks) / 1000.;
+ // we run in a logical framerate so elapsed time is a constant
+ static const float elapsed_time = 1.0 / LOGICAL_FPS;
+ // old code... float elapsed_time = float(ticks - lastticks) / 1000.;
if(!game_pause)
- global_time += elapsed_time;
- lastticks = ticks;
-
- // 40fps is minimum
- if(elapsed_time > 0.025){
- elapsed_time = 0.025;
- }
-
- // fps regualting code
- const double wantedFps= 60.0; // set to 60 by now
- while (fps_nextframe_ticks > SDL_GetTicks()){
- /* just wait */
- // If we really have to wait long, then do an imprecise SDL_Delay()
- Uint32 ticks = SDL_GetTicks();
- if (fps_nextframe_ticks - ticks > 15) {
- SDL_Delay((Uint32) (fps_nextframe_ticks - ticks));
- }
+ game_time += elapsed_time;
+
+ // regulate fps
+ ticks = SDL_GetTicks();
+ if(ticks > fps_nextframe_ticks) {
+ 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()
+ Uint32 diff = fps_nextframe_ticks - ticks;
+ if(diff > 15) {
+ SDL_Delay(diff - 10);
+ }
+ ticks = SDL_GetTicks();
+ }
}
+ fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS);
+
+#if 0
float diff = SDL_GetTicks() - fps_nextframe_ticks;
- if (diff > 5.0)
- fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / wantedFps); // sets the ticks that must have elapsed
- else
- fps_nextframe_ticks += 1000.0 / wantedFps; // sets the ticks that must have elapsed
- // in order for the next frame to start.
+ if (diff > 5.0) {
+ // sets the ticks that must have elapsed
+ fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / LOGICAL_FPS);
+ } else {
+ // sets the ticks that must have elapsed
+ // in order for the next frame to start.
+ fps_nextframe_ticks += 1000.0 / LOGICAL_FPS;
+ }
+#endif
process_events();
process_menu();
// 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
{
++pause_menu_frame;
- SDL_Delay(50);
}
- draw();
+ if(!skipdraw)
+ draw();
+
+ // update sounds
+ sound_manager->update();
/* Time stops in pause mode */
if(game_pause || Menu::current())
//frame_rate.update();
- /* Handle time: */
- if (time_left.check() && !end_sequence)
- currentsector->player->kill(Player::KILL);
-
/* 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);
}
}
// just in case
+ currentsector = 0;
main_controller->reset();
return exit_status;
}
void
+GameSession::finish(bool win)
+{
+ if(win)
+ exit_status = ES_LEVEL_FINISHED;
+ else
+ exit_status = ES_LEVEL_ABORT;
+}
+
+void
GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
{
newsector = sector;
reset_pos = pos;
}
+std::string
+GameSession::get_working_directory()
+{
+ return FileSystem::dirname(levelfile);
+}
+
void
GameSession::display_info_box(const std::string& text)
{
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();
}
delete box;
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(level_end_song, 0);
- currentsector->player->invincible_timer.start(7.0);
+ sound_manager->play_music("music/" + level->extro_music, false);
+ currentsector->player->invincible_timer.start(level->extro_length);
- // add left time to stats
- global_stats.set_points(TIME_NEEDED_STAT,
- int(time_left.get_period() - time_left.get_timeleft()));
+ // 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";
void
GameSession::drawstatus(DrawingContext& context)
{
- char str[60];
-
- snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
- context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
- context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
-
- if(mode == ST_GL_TEST) {
- context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
- LEFT_ALLIGN, LAYER_FOREGROUND1);
- }
-
- if(time_left.get_timeleft() < 0) {
- context.draw_text(white_text, _("TIME's UP"), Vector(SCREEN_WIDTH/2, 0),
- CENTER_ALLIGN, LAYER_FOREGROUND1);
- } else if (time_left.get_timeleft() > TIME_WARNING
- || int(global_time * 2.5) % 2) {
- sprintf(str, " %d", int(time_left.get_timeleft()));
- context.draw_text(white_text, _("TIME"),
- Vector(SCREEN_WIDTH/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
- context.draw_text(gold_text, str,
- Vector(SCREEN_WIDTH/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
- }
-
- sprintf(str, " %d", player_status.coins);
- context.draw_text(white_text, _("COINS"),
- Vector(SCREEN_WIDTH - white_text->get_text_width(_("COINS"))-white_text->get_text_width(" 99"), 0),
- LEFT_ALLIGN, LAYER_FOREGROUND1);
- context.draw_text(gold_text, str,
- Vector(SCREEN_WIDTH - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1);
-
- if (player_status.lives >= 5)
- {
- sprintf(str, "%dx", player_status.lives);
- float x = SCREEN_WIDTH - gold_text->get_text_width(str) - tux_life->w;
- context.draw_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
- context.draw_surface(tux_life, Vector(SCREEN_WIDTH - 16, 20),
- LAYER_FOREGROUND1);
- }
- else
- {
- for(int i= 0; i < player_status.lives; ++i)
- context.draw_surface(tux_life,
- Vector(SCREEN_WIDTH - tux_life->w*4 +(tux_life->w*i), 20),
- LAYER_FOREGROUND1);
- }
-
- context.draw_text(white_text, _("LIVES"),
- Vector(SCREEN_WIDTH - white_text->get_text_width(_("LIVES")) - white_text->get_text_width(" 99"), 20),
- LEFT_ALLIGN, LAYER_FOREGROUND1);
+ player_status->draw(context);
if(config->show_fps) {
- sprintf(str, "%2.1f", fps_fps);
+ char str[60];
+ snprintf(str, sizeof(str), "%3.1f", fps_fps);
context.draw_text(white_text, "FPS",
Vector(SCREEN_WIDTH -
- white_text->get_text_width("FPS "), 40),
+ white_text->get_text_width("FPS ") - BORDER_X, BORDER_Y + 40),
LEFT_ALLIGN, LAYER_FOREGROUND1);
context.draw_text(gold_text, str,
- Vector(SCREEN_WIDTH-4*16, 40),
+ Vector(SCREEN_WIDTH-4*16 - BORDER_X, BORDER_Y + 40),
LEFT_ALLIGN, LAYER_FOREGROUND1);
}
}
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);
- sprintf(str, _("COINS: %d"), player_status.coins);
- context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), 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, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
context.do_drawing();
- SDL_Event event;
- wait_for_event(event,2000,5000,true);
+ wait_for_event(2.0, 5.0);
}
std::string slotinfo(int slot)
std::string title;
std::stringstream stream;
stream << slot;
- slotfile = user_dir + "/save/slot" + stream.str() + ".stsg";
+ slotfile = "save/slot" + stream.str() + ".stsg";
try {
lisp::Parser parser;
{
int slot = load_game_menu->check();
- if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION)
- {
- std::stringstream stream;
- stream << slot;
- std::string slotfile = user_dir + "/save/slot" + stream.str() + ".stsg";
+ if(slot == -1)
+ return false;
+
+ if(load_game_menu->get_item_by_id(slot).kind != MN_ACTION)
+ return false;
+
+ std::stringstream stream;
+ stream << slot;
+ std::string slotfile = "save/slot" + stream.str() + ".stsg";
- fadeout(256);
- DrawingContext context;
- context.draw_text(white_text, "Loading...",
- Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
- context.do_drawing();
+ sound_manager->stop_music();
+ fadeout(256);
+ DrawingContext context;
+ context.draw_text(white_text, "Loading...",
+ Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2),
+ CENTER_ALLIGN, LAYER_FOREGROUND1);
+ context.do_drawing();
- WorldMapNS::WorldMap worldmap;
+ WorldMapNS::WorldMap worldmap;
- worldmap.set_map_filename("/levels/world1/worldmap.stwm");
- // Load the game or at least set the savegame_file variable
- worldmap.loadgame(slotfile);
+ worldmap.set_map_filename("/levels/world1/worldmap.stwm");
+ // Load the game or at least set the savegame_file variable
+ worldmap.loadgame(slotfile);
- worldmap.display();
+ worldmap.display();
- Menu::set_current(main_menu);
+ Menu::set_current(main_menu);
- Ticks::pause_stop();
- return true;
- }
- else
- {
- return false;
- }
+ return true;
}