#include "setup.h"
#include "high_scores.h"
#include "menu.h"
-
+#include "badguy.h"
+#include "world.h"
+#include "player.h"
/* Sound files: */
* cape_right[2], * cape_left[2],
* bigcape_right[2], * bigcape_left[2],
* ducktux_right, * ducktux_left,
-* skidtux_right, * skidtux_left;
+* skidtux_right, * skidtux_left, * tux_life;
SDL_Event event;
SDL_Rect src, dest;
SDLKey key;
void loadshared(void);
void unloadshared(void);
void drawshape(int x, int y, unsigned char c);
+void savegame(void);
unsigned char shape(int x, int y, int sx);
int issolid(int x, int y, int sx);
int isbrick(int x, int y, int sx);
key = event.key.keysym.sym;
+ /* Check for menu-events, if the menu is shown */
+ if(show_menu)
+ menu_event(key);
+
if (key == SDLK_ESCAPE)
{
/* Escape: Open/Close the menu: */
key = event.key.keysym.sym;
- /* Check for menu-events, if the menu is shown */
- if(show_menu)
- menu_event(key);
-
if (key == SDLK_RIGHT)
{
right = UP;
game_pause = 1;
}
}
- else if (key == SDLK_TAB)
+ else if (key == SDLK_TAB && debug_mode == YES)
{
tux_size = !tux_size;
}
- else if (key == SDLK_END)
+ else if (key == SDLK_END && debug_mode == YES)
{
distros += 50;
}
- else if (key == SDLK_SPACE)
+ else if (key == SDLK_SPACE && debug_mode == YES)
{
next_level = 1;
}
if (score > highscore)
save_hs(score);
- unloadlevelgfx();
+ unloadlevelgfx();
unloadlevelsong();
- unloadshared();
+ unloadshared();
return(0);
} /* if (lives < 0) */
}
/* Keep tux in bounds: */
-
if (tux_x < 0)
tux_x = 0;
- else if (tux_x > 320 && scroll_x < ((level_width * 32) - 640))
+ else if (tux_x < 160 && scroll_x > 0 && debug_mode == YES)
+ {
+ scroll_x = scroll_x - ( 160 - tux_x);
+ tux_x = 160;
+
+ if(scroll_x < 0)
+ scroll_x = 0;
+
+ }
+ else if (tux_x > 320 && scroll_x < ((level_width * 32) - 640))
{
/* Scroll the screen in past center: */
drawtext("DISTROS", 480, 0, letters_blue, NO_UPDATE);
drawtext(str, 608, 0, letters_gold, NO_UPDATE);
+ drawtext("LIVES", 480, 20, letters_blue, NO_UPDATE);
+
+ for(i=0; i < lives; ++i)
+ {
+ drawimage(tux_life,565+(18*i),20,NO_UPDATE);
+ }
+
if(game_pause)
drawcenteredtext("PAUSE",230,letters_red, NO_UPDATE);
now_time = SDL_GetTicks();
if (now_time < last_time + FPS)
- SDL_Delay(last_time + FPS - now_time);
+ SDL_Delay(last_time + FPS - now_time);
/* Handle time: */
img_distro[3] = load_image(DATA_PREFIX "/images/shared/distro-3.png",
USE_ALPHA);
+ /* Tux life: */
+
+ tux_life = load_image(DATA_PREFIX "/images/shared/tux-life.png",
+ USE_ALPHA);
/* Herring: */
/* Sound effects: */
- /* if (use_sound) // this can help speeding up a little, but
- we shouldn't take care about "use_sound" here, it's load_sound's job
- / Send a mail to neoneurone@users.sf.net, if you have another opinion. :)
- */
+ /* if (use_sound) // this will introduce SERIOUS bugs here ! because "load_sound"
+ // initialize sounds[i] with the correct pointer's value:
+ // NULL or something else. And it will be dangerous to
+ // play with not-initialized pointers.
+ // This is also true with if (use_music)
+ Send a mail to me: neoneurone@users.sf.net, if you have another opinion. :)
+ */
for (i = 0; i < NUM_SOUNDS; i++)
sounds[i] = load_sound(soundfilenames[i]);
sleep(2);
}
-
+void savegame(void)
+{}