if(flip_levels_mode)
flip_level = true;
+ last_swap_point = Vector(-1, -1);
+ last_swap_stats.reset();
+
restart_level();
}
if(tux_pos.x != -1)
{
tux_pos = currentsector->get_best_spawn_point(tux_pos);
+
+ if(last_swap_point.x > tux_pos.x)
+ tux_pos = last_swap_point;
+ else // new swap point
+ {
+ last_swap_point = tux_pos;
+
+ last_swap_stats += global_stats;
+ }
+
currentsector->player->base.x = tux_pos.x;
currentsector->player->base.y = tux_pos.y;
-
+
// has to reset camera on swapping
currentsector->camera->reset(Vector(currentsector->player->base.x,
currentsector->player->base.y));
DrawingContext context;
currentsector->background->draw(context);
- context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
- CENTER_ALLIGN, LAYER_FOREGROUND1);
+// context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
+// CENTER_ALLIGN, LAYER_FOREGROUND1);
+ context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
+ LAYER_FOREGROUND1);
sprintf(str, "TUX x %d", player_status.lives);
context.draw_text(white_text, str, Vector(screen->w/2, 210),
if(end_sequence && !endsequence_timer.check())
{
exit_status = ES_LEVEL_FINISHED;
+ global_stats += last_swap_stats; // add swap points stats
return;
}
else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
WorldMapNS::WorldMap worldmap;
+ worldmap.set_map_filename("icyisland.stwm");
// Load the game or at least set the savegame_file variable
worldmap.loadgame(slotfile);