currentsector = 0;
game_pause = false;
- music_playing = false;
fps_fps = 0;
context = new DrawingContext();
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) {
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());