public:
DrawingContext* context;
- Timer2 time_left;
+ Timer time_left;
GameSession(const std::string& levelfile, GameSessionMode mode,
Statistics* statistics=0);
void record_demo(const std::string& filename);
void play_demo(const std::string& filename);
void draw();
- void action(float frame_ratio);
+ void update(float frame_ratio);
void set_current()
{ current_ = this; }
static GameSession* current() { return current_; }
+ /// ends the level as finished
+ void finish();
void respawn(const std::string& sectorname,
const std::string& spawnpointname);
void set_reset_point(const std::string& sectorname,
void on_escape_press();
void process_menu();
- Timer2 endsequence_timer;
+ Timer endsequence_timer;
Level* level;
Sector* currentsector;