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
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());