#include <fstream>
#include <sstream>
-#include <cassert>
-#include <cstdio>
-#include <cstdlib>
-#include <cmath>
-#include <cstring>
-#include <cerrno>
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <string.h>
+#include <errno.h>
#include <unistd.h>
-#include <ctime>
+#include <time.h>
#include <stdexcept>
#include <SDL.h>
#include "game_session.hpp"
#include "log.hpp"
+#include "console.hpp"
#include "worldmap/worldmap.hpp"
#include "mainloop.hpp"
#include "audio/sound_manager.hpp"
#include "object/endsequence_walkleft.hpp"
#include "object/endsequence_fireworks.hpp"
#include "direction.hpp"
+#include "scripting/time_scheduler.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 = NULL;
game_pause = false;
+ Scripting::TimeScheduler::instance->set_pause(game_pause);
statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
GameSession::restart_level()
{
game_pause = false;
+ Scripting::TimeScheduler::instance->set_pause(game_pause);
end_sequence = 0;
main_controller->reset();
//levelintro();
+ sound_manager->stop_music();
currentsector->play_music(LEVEL_MUSIC);
if(capture_file != "") {
delete playback_demo_stream;
delete demo_controller;
+ if (game_pause) {
+ game_pause = false;
+ Scripting::TimeScheduler::instance->set_pause(game_pause);
+ }
+
current_ = NULL;
}
Menu::set_current(game_menu.get());
game_menu->set_active_item(MNID_CONTINUE);
game_pause = true;
+ Scripting::TimeScheduler::instance->set_pause(game_pause);
} else {
Menu::set_current(NULL);
game_pause = false;
+ Scripting::TimeScheduler::instance->set_pause(game_pause);
}
}
// end of pause mode?
if(!Menu::current() && game_pause) {
game_pause = false;
+ Scripting::TimeScheduler::instance->set_pause(game_pause);
}
// playback a demo?
Menu::set_current(NULL);
current_ = this;
+ if(currentsector != Sector::current()) {
+ currentsector->activate(currentsector->player->get_pos());
+ }
+ currentsector->play_music(LEVEL_MUSIC);
+
// Eat unneeded events
SDL_Event event;
while(SDL_PollEvent(&event))
if (sequencename == "endsequence") {
// Determine walking direction for Tux
- float xst = 1.f, xend = 2.f;
+ /*float xst = 1.f, xend = 2.f;
for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); i++) {
SequenceTrigger* st = dynamic_cast<SequenceTrigger*>(*i);
if(!st)
end_sequence = new EndSequenceWalkLeft();
} else {
end_sequence = new EndSequenceWalkRight();
+ }*/
+ if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
+ end_sequence = new EndSequenceWalkLeft();
+ } else {
+ end_sequence = new EndSequenceWalkRight();
}
}
else if (sequencename == "fireworks") end_sequence = new EndSequenceFireworks();