http://www.newbreedsoftware.com/supertux/
April 11, 2000 - March 15, 2004
- */
+*/
#include <stdio.h>
#include <stdlib.h>
#include <SDL.h>
#ifndef WIN32
-#include <pwd.h>
#include <sys/types.h>
#include <ctype.h>
#endif
/* extern variables */
st_level current_level;
-int game_started = NO;
+int game_started = false;
/* Local variables: */
void drawendscreen(void);
void drawresultscreen(void);
-#define JOYSTICK_DEAD_ZONE 4096
-
void levelintro(void)
{
/* Level Intro: */
clearscreen(0, 0, 0);
sprintf(str, "LEVEL %d", level);
- text_drawf(&blue_text, str, 0, 200, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ text_drawf(&blue_text, str, 0, 200, A_HMIDDLE, A_TOP, 1);
sprintf(str, "%s", current_level.name.c_str());
- text_drawf(&gold_text, str, 0, 224, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ text_drawf(&gold_text, str, 0, 224, A_HMIDDLE, A_TOP, 1);
sprintf(str, "TUX x %d", tux.lives);
- text_drawf(&white_text, str, 0, 256, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ text_drawf(&white_text, str, 0, 256, A_HMIDDLE, A_TOP, 1);
flipscreen();
}
break;
case SDLK_TAB:
- if(debug_mode == YES)
+ if(debug_mode)
{
tux.size = !tux.size;
if(tux.size == BIG)
}
break;
case SDLK_END:
- if(debug_mode == YES)
+ if(debug_mode)
distros += 50;
break;
case SDLK_SPACE:
- if(debug_mode == YES)
+ if(debug_mode)
next_level = 1;
break;
case SDLK_DELETE:
- if(debug_mode == YES)
+ if(debug_mode)
tux.got_coffee = 1;
break;
case SDLK_INSERT:
- if(debug_mode == YES)
+ if(debug_mode)
timer_start(&tux.invincible_timer,TUX_INVINCIBLE_TIME);
break;
case SDLK_l:
- if(debug_mode == YES)
+ if(debug_mode)
--tux.lives;
break;
case SDLK_s:
- if(debug_mode == YES)
+ if(debug_mode)
score += 1000;
case SDLK_f:
- if(debug_fps == YES)
- debug_fps = NO;
+ if(debug_fps)
+ debug_fps = false;
else
- debug_fps = YES;
+ debug_fps = true;
break;
default:
break;
}
break;
-#ifdef JOY_YES
case SDL_JOYAXISMOTION:
switch(event.jaxis.axis)
{
case JOY_X:
if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
- tux.input.left = DOWN;
+ {
+ tux.input.left = DOWN;
+ tux.input.right = UP;
+ }
else if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
- tux.input.left = UP;
-
- if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
- tux.input.right = DOWN;
- else if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
- tux.input.right = UP;
+ {
+ tux.input.left = UP;
+ tux.input.right = DOWN;
+ }
+ else
+ {
+ tux.input.left = DOWN;
+ tux.input.right = DOWN;
+ }
break;
case JOY_Y:
if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
tux.input.down = DOWN;
else if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
tux.input.down = UP;
+ else
+ tux.input.down = UP;
/* Handle joystick for the menu */
if(show_menu)
{
if(tux.input.down == DOWN)
- menuaction = MN_DOWN;
+ menuaction = MENU_ACTION_DOWN;
else
- menuaction = MN_UP;
+ menuaction = MENU_ACTION_UP;
}
break;
default:
tux.input.fire = UP;
if(show_menu)
- menuaction = MN_HIT;
+ menuaction = MENU_ACTION_HIT;
break;
-#endif
default:
break;
} /* switch */
} /* while */
-
}
/* --- GAME ACTION! --- */
int game_action(void)
{
- int i;
+ unsigned int i;
/* (tux_dying || next_level) */
if (tux.dying || next_level)
/* Handle bouncy distros: */
- for (i = 0; i < num_bouncy_distros; i++)
+ for (i = 0; i < bouncy_distros.size(); i++)
{
bouncy_distro_action(&bouncy_distros[i]);
}
/* Handle broken bricks: */
- for (i = 0; i < num_broken_bricks; i++)
+ for (i = 0; i < broken_bricks.size(); i++)
{
broken_brick_action(&broken_bricks[i]);
}
/* Handle distro counting: */
- if (counting_distros == YES)
+ if (counting_distros)
{
distro_counter--;
/* Handle bouncy bricks: */
- for (i = 0; i < num_bouncy_bricks; i++)
+ for (i = 0; i < bouncy_bricks.size(); i++)
{
bouncy_brick_action(&bouncy_bricks[i]);
}
/* Handle floating scores: */
- for (i = 0; i < num_floating_scores; i++)
+ for (i = 0; i < floating_scores.size(); i++)
{
floating_score_action(&floating_scores[i]);
}
/* Handle bullets: */
- for (i = 0; i < num_bullets; ++i)
+ for (i = 0; i < bullets.size(); ++i)
{
bullet_action(&bullets[i]);
}
/* Handle upgrades: */
- for (i = 0; i < num_upgrades; i++)
+ for (i = 0; i < upgrades.size(); i++)
{
upgrade_action(&upgrades[i]);
}
/* Handle bad guys: */
- for (i = 0; i < num_bad_guys; i++)
+ for (i = 0; i < bad_guys.size(); i++)
{
badguy_action(&bad_guys[i]);
}
void game_draw(void)
{
- int x, y, i, s;
+ int y, s;
+ unsigned int i,x;
/* Draw screen: */
if (tux.dying && (frame % 4) == 0)
clearscreen(255, 255, 255);
else if(timer_check(&super_bkgd_timer))
- texture_draw(&img_super_bkgd, 0, 0, NO_UPDATE);
+ texture_draw(&img_super_bkgd, 0, 0);
else
{
/* Draw the real background */
if(current_level.bkgd_image[0] != '\0')
{
s = (int)scroll_x / 30;
- texture_draw_part(&img_bkgd,s,0,0,0,img_bkgd.w - s, img_bkgd.h, NO_UPDATE);
- texture_draw_part(&img_bkgd,0,0,screen->w - s ,0,s,img_bkgd.h, NO_UPDATE);
+ texture_draw_part(&img_bkgd,s,0,0,0,img_bkgd.w - s, img_bkgd.h);
+ texture_draw_part(&img_bkgd,0,0,screen->w - s ,0,s,img_bkgd.h);
}
else
{
/* (Bouncy bricks): */
- for (i = 0; i < num_bouncy_bricks; ++i)
+ for (i = 0; i < bouncy_bricks.size(); ++i)
{
bouncy_brick_draw(&bouncy_bricks[i]);
}
/* (Bad guys): */
- for (i = 0; i < num_bad_guys; ++i)
+ for (i = 0; i < bad_guys.size(); ++i)
{
badguy_draw(&bad_guys[i]);
}
/* (Bullets): */
- for (i = 0; i < num_bullets; ++i)
+ for (i = 0; i < bullets.size(); ++i)
{
bullet_draw(&bullets[i]);
}
/* (Floating scores): */
- for (i = 0; i < num_floating_scores; ++i)
+ for (i = 0; i < floating_scores.size(); ++i)
{
floating_score_draw(&floating_scores[i]);
}
/* (Upgrades): */
- for (i = 0; i < num_upgrades; ++i)
+ for (i = 0; i < upgrades.size(); ++i)
{
upgrade_draw(&upgrades[i]);
}
/* (Bouncy distros): */
- for (i = 0; i < num_bouncy_distros; ++i)
+ for (i = 0; i < bouncy_distros.size(); ++i)
{
bouncy_distro_draw(&bouncy_distros[i]);
}
/* (Broken bricks): */
- for (i = 0; i < num_broken_bricks; ++i)
+ for (i = 0; i < broken_bricks.size(); ++i)
{
broken_brick_draw(&broken_bricks[i]);
}
fillrect(i % 2 ? (pause_menu_frame * i)%screen->w : -((pause_menu_frame * i)%screen->w) ,(i*20+pause_menu_frame)%screen->h,screen->w,10,20,20,20, rand() % 20 + 1);
}
fillrect(0,0,screen->w,screen->h,rand() % 50, rand() % 50, rand() % 50, 128);
- text_drawf(&blue_text, "PAUSE - Press 'P' To Play", 0, 230, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ text_drawf(&blue_text, "PAUSE - Press 'P' To Play", 0, 230, A_HMIDDLE, A_TOP, 1);
}
if(show_menu)
{
int fps_cnt, jump, done;
timer_type fps_timer, frame_timer;
- timer_init(&fps_timer, YES);
- timer_init(&frame_timer, YES);
+ timer_init(&fps_timer, true);
+ timer_init(&frame_timer, true);
- game_started = YES;
+ game_started = true;
st_gl_mode = mode;
level = levelnb;
if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
levelintro();
- timer_init(&time_left,YES);
+ timer_init(&time_left,true);
start_timers();
if(st_gl_mode == ST_GL_LOAD_GAME)
/* --- MAIN GAME LOOP!!! --- */
- jump = NO;
+ jump = false;
done = 0;
quit = 0;
frame = 0;
game_pause = 0;
- timer_init(&fps_timer,YES);
- timer_init(&frame_timer,YES);
+ timer_init(&fps_timer,true);
+ timer_init(&frame_timer,true);
fps_cnt = 0;
/* Clear screen: */
while (SDL_PollEvent(&event))
- {}
+ {}
game_draw();
do
{
- jump = NO;
+ jump = false;
/* Calculate the movement-factor */
frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
- frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
+ frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
if(!timer_check(&frame_timer))
{
st_pause_ticks_stop();
break;
case 3:
- update_load_save_game_menu(&save_game_menu, NO);
+ update_load_save_game_menu(&save_game_menu, false);
break;
case 4:
- update_load_save_game_menu(&load_game_menu, YES);
+ update_load_save_game_menu(&load_game_menu, true);
break;
case 7:
st_pause_ticks_stop();
}
else if(current_menu == &save_game_menu )
{
- process_save_load_game_menu(YES);
+ process_save_load_game_menu(true);
}
else if(current_menu == &load_game_menu )
{
- process_save_load_game_menu(NO);
+ process_save_load_game_menu(false);
}
}
if(!game_pause && !show_menu)
{
- /*float z = frame_ratio;
- frame_ratio = 1;
- while(z >= 1)
- {*/
+ /*float z = frame_ratio;
+ frame_ratio = 1;
+ while(z >= 1)
+ {*/
if (game_action() == 0)
{
/* == 0: no more lives */
return 0;
}
/* --z;
- }*/
+ }*/
}
else
{
SDL_Delay(50);
}
- if(debug_mode && debug_fps == YES)
+ if(debug_mode && debug_fps == true)
SDL_Delay(60);
/*Draw the current scene to the screen */
/*If the machine running the game is too slow
skip the drawing of the frame (so the calculations are more precise and
- the FPS aren't affected).*/
+ the FPS aren't affected).*/
/*if( ! fps_fps < 50.0 )
- game_draw();
- else
- jump = YES;*/ /*FIXME: Implement this tweak right.*/
+ game_draw();
+ else
+ jump = true;*/ /*FIXME: Implement this tweak right.*/
game_draw();
/* Time stops in pause mode */
/* Pause till next frame, if the machine running the game is too fast: */
/* FIXME: Works great for in OpenGl mode, where the CPU doesn't have to do that much. But
- the results in SDL mode aren't perfect (thought the 100 FPS are reached), even on an AMD2500+. */
- if(last_update_time >= update_time - 12 && jump != YES )
+ the results in SDL mode aren't perfect (thought the 100 FPS are reached), even on an AMD2500+. */
+ if(last_update_time >= update_time - 12 && !jump)
SDL_Delay(10);
/*if((update_time - last_update_time) < 10)
- SDL_Delay((11 - (update_time - last_update_time))/2);*/
+ SDL_Delay((11 - (update_time - last_update_time))/2);*/
/* are we low on time ? */
if ((timer_get_left(&time_left) < TIME_WARNING)
&& (get_current_music() != HURRYUP_MUSIC)) /* play the fast music */
- {
+ {
set_current_music(HURRYUP_MUSIC);
play_current_music();
- }
+ }
}
else
unloadshared();
arrays_free();
- game_started = NO;
+ game_started = false;
return(quit);
}
// 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. :)
+ 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]);
+ sounds[i] = load_sound(datadir + soundfilenames[i]);
/* Herring song */
herring_song = load_song(datadir + "/music/SALCON.MOD");
int z;
if (c == 'X' || c == 'x')
- texture_draw(&img_brick[0], x, y, NO_UPDATE);
+ texture_draw(&img_brick[0], x, y);
else if (c == 'Y' || c == 'y')
- texture_draw(&img_brick[1], x, y, NO_UPDATE);
+ texture_draw(&img_brick[1], x, y);
else if (c == 'A' || c =='B' || c == '!')
- texture_draw(&img_box_full, x, y, NO_UPDATE);
+ texture_draw(&img_box_full, x, y);
else if (c == 'a')
- texture_draw(&img_box_empty, x, y, NO_UPDATE);
+ texture_draw(&img_box_empty, x, y);
else if (c >= 'C' && c <= 'F')
- texture_draw(&img_cloud[0][c - 'C'], x, y, NO_UPDATE);
+ texture_draw(&img_cloud[0][c - 'C'], x, y);
else if (c >= 'c' && c <= 'f')
- texture_draw(&img_cloud[1][c - 'c'], x, y, NO_UPDATE);
+ texture_draw(&img_cloud[1][c - 'c'], x, y);
else if (c >= 'G' && c <= 'J')
- texture_draw(&img_bkgd_tile[0][c - 'G'], x, y, NO_UPDATE);
+ texture_draw(&img_bkgd_tile[0][c - 'G'], x, y);
else if (c >= 'g' && c <= 'j')
- texture_draw(&img_bkgd_tile[1][c - 'g'], x, y, NO_UPDATE);
+ texture_draw(&img_bkgd_tile[1][c - 'g'], x, y);
else if (c == '#')
- texture_draw(&img_solid[0], x, y, NO_UPDATE);
+ texture_draw(&img_solid[0], x, y);
else if (c == '[')
- texture_draw(&img_solid[1], x, y, NO_UPDATE);
+ texture_draw(&img_solid[1], x, y);
else if (c == '=')
- texture_draw(&img_solid[2], x, y, NO_UPDATE);
+ texture_draw(&img_solid[2], x, y);
else if (c == ']')
- texture_draw(&img_solid[3], x, y, NO_UPDATE);
+ texture_draw(&img_solid[3], x, y);
else if (c == '$')
{
z = (frame / 2) % 6;
if (z < 4)
- texture_draw(&img_distro[z], x, y, NO_UPDATE);
+ texture_draw(&img_distro[z], x, y);
else if (z == 4)
- texture_draw(&img_distro[2], x, y, NO_UPDATE);
+ texture_draw(&img_distro[2], x, y);
else if (z == 5)
- texture_draw(&img_distro[1], x, y, NO_UPDATE);
+ texture_draw(&img_distro[1], x, y);
}
else if (c == '^')
{
z = (frame / 3) % 3;
- texture_draw(&img_waves[z], x, y, NO_UPDATE);
+ texture_draw(&img_waves[z], x, y);
}
else if (c == '*')
- texture_draw(&img_poletop, x, y, NO_UPDATE);
+ texture_draw(&img_poletop, x, y);
else if (c == '|')
{
- texture_draw(&img_pole, x, y, NO_UPDATE);
+ texture_draw(&img_pole, x, y);
}
else if (c == '\\')
{
z = (frame / 3) % 2;
- texture_draw(&img_flag[z], x + 16, y, NO_UPDATE);
+ texture_draw(&img_flag[z], x + 16, y);
}
else if (c == '&')
- texture_draw(&img_water, x, y, NO_UPDATE);
+ texture_draw(&img_water, x, y);
}
/* Is is ground? */
-int issolid(float x, float y)
+bool issolid(float x, float y)
{
- if (isbrick(x, y) ||
- isice(x, y) ||
- (shape(x, y) == '[') ||
- (shape(x, y) == '=') ||
- (shape(x, y) == ']') ||
- (shape(x, y) == 'A') ||
- (shape(x, y) == 'B') ||
- (shape(x, y) == '!') ||
- (shape(x, y) == 'a'))
- {
- return YES;
- }
-
- return NO;
+ return (isbrick(x, y) ||
+ isice(x, y) ||
+ (shape(x, y) == '[') ||
+ (shape(x, y) == '=') ||
+ (shape(x, y) == ']') ||
+ (shape(x, y) == 'A') ||
+ (shape(x, y) == 'B') ||
+ (shape(x, y) == '!') ||
+ (shape(x, y) == 'a'));
}
-
/* Is it a brick? */
-int isbrick(float x, float y)
+bool isbrick(float x, float y)
{
- if (shape(x, y) == 'X' ||
- shape(x, y) == 'x' ||
- shape(x, y) == 'Y' ||
- shape(x, y) == 'y')
- {
- return YES;
- }
-
- return NO;
+ return (shape(x, y) == 'X' ||
+ shape(x, y) == 'x' ||
+ shape(x, y) == 'Y' ||
+ shape(x, y) == 'y');
}
/* Is it ice? */
-int isice(float x, float y)
+bool isice(float x, float y)
{
- if (shape(x, y) == '#')
- {
- return YES;
- }
-
- return NO;
+ return (shape(x, y) == '#');
}
-
/* Is it a full box? */
-int isfullbox(float x, float y)
+bool isfullbox(float x, float y)
{
- if (shape(x, y) == 'A' ||
- shape(x, y) == 'B' ||
- shape(x, y) == '!')
- {
- return YES;
- }
-
- return NO;
+ return (shape(x, y) == 'A' ||
+ shape(x, y) == 'B' ||
+ shape(x, y) == '!');
}
/* Break a brick: */
add_bouncy_distro(((int)(x + 1) / 32) * 32,
(int)(y / 32) * 32);
- if (counting_distros == NO)
+ if (!counting_distros)
{
- counting_distros = YES;
+ counting_distros = true;
distro_counter = 50;
}
void tryemptybox(float x, float y, int col_side)
{
-if (!isfullbox(x, y))
- return;
-
-// according to the collision side, set the upgrade direction
-
-if(col_side == LEFT)
- col_side = RIGHT;
-else
- col_side = LEFT;
-
-switch(shape(x,y))
- {
- case 'A': /* Box with a distro! */
- add_bouncy_distro(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32 - 32);
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- score = score + SCORE_DISTRO;
- distros++;
- break;
- case 'B': /* Add an upgrade! */
- if (tux.size == SMALL) /* Tux is small, add mints! */
- add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_MINTS);
- else /* Tux is big, add coffee: */
- add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_COFFEE);
- play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
- break;
- case '!': /* Add a golden herring */
- add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_HERRING);
- break;
- default:
- break;
- }
-
-/* Empty the box: */
-level_change(¤t_level,x, y, 'a');
+ if (!isfullbox(x, y))
+ return;
+
+ // according to the collision side, set the upgrade direction
+
+ if(col_side == LEFT)
+ col_side = RIGHT;
+ else
+ col_side = LEFT;
+
+ switch(shape(x,y))
+ {
+ case 'A': /* Box with a distro! */
+ add_bouncy_distro(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32 - 32);
+ play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
+ score = score + SCORE_DISTRO;
+ distros++;
+ break;
+ case 'B': /* Add an upgrade! */
+ if (tux.size == SMALL) /* Tux is small, add mints! */
+ add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_MINTS);
+ else /* Tux is big, add coffee: */
+ add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_COFFEE);
+ play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
+ break;
+ case '!': /* Add a golden herring */
+ add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_HERRING);
+ break;
+ default:
+ break;
+ }
+
+ /* Empty the box: */
+ level_change(¤t_level,x, y, 'a');
}
void trybumpbadguy(float x, float y)
{
- int i;
-
+ unsigned int i;
/* Bad guys: */
-
- for (i = 0; i < num_bad_guys; i++)
+ for (i = 0; i < bad_guys.size(); i++)
{
- if (bad_guys[i].base.alive &&
- bad_guys[i].base.x >= x - 32 && bad_guys[i].base.x <= x + 32 &&
+ if (bad_guys[i].base.x >= x - 32 && bad_guys[i].base.x <= x + 32 &&
bad_guys[i].base.y >= y - 16 && bad_guys[i].base.y <= y + 16)
{
if (bad_guys[i].kind == BAD_BSOD ||
bad_guys[i].kind == BAD_LAPTOP)
{
- bad_guys[i].dying = FALLING;
+ bad_guys[i].dying = DYING_FALLING;
bad_guys[i].base.ym = -8;
play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
}
/* Upgrades: */
-
- for (i = 0; i < num_upgrades; i++)
+ for (i = 0; i < upgrades.size(); i++)
{
- if (upgrades[i].base.alive && upgrades[i].base.height == 32 &&
+ if (upgrades[i].base.height == 32 &&
upgrades[i].base.x >= x - 32 && upgrades[i].base.x <= x + 32 &&
upgrades[i].base.y >= y - 16 && upgrades[i].base.y <= y + 16)
{
int i;
sprintf(str, "%d", score);
- text_draw(&white_text, "SCORE", 0, 0, 1, NO_UPDATE);
- text_draw(&gold_text, str, 96, 0, 1, NO_UPDATE);
+ text_draw(&white_text, "SCORE", 0, 0, 1);
+ text_draw(&gold_text, str, 96, 0, 1);
if(st_gl_mode != ST_GL_TEST)
{
sprintf(str, "%d", hs_score);
- text_draw(&white_text, "HIGH", 0, 20, 1, NO_UPDATE);
- text_draw(&gold_text, str, 96, 20, 1, NO_UPDATE);
+ text_draw(&white_text, "HIGH", 0, 20, 1);
+ text_draw(&gold_text, str, 96, 20, 1);
}
else
{
- text_draw(&white_text,"Press ESC To Return",0,20,1, NO_UPDATE);
+ text_draw(&white_text,"Press ESC To Return",0,20,1);
}
if (timer_get_left(&time_left) > TIME_WARNING || (frame % 10) < 5)
{
sprintf(str, "%d", timer_get_left(&time_left) / 1000 );
- text_draw(&white_text, "TIME", 224, 0, 1, NO_UPDATE);
- text_draw(&gold_text, str, 304, 0, 1, NO_UPDATE);
+ text_draw(&white_text, "TIME", 224, 0, 1);
+ text_draw(&gold_text, str, 304, 0, 1);
}
sprintf(str, "%d", distros);
- text_draw(&white_text, "DISTROS", screen->h, 0, 1, NO_UPDATE);
- text_draw(&gold_text, str, 608, 0, 1, NO_UPDATE);
+ text_draw(&white_text, "DISTROS", screen->h, 0, 1);
+ text_draw(&gold_text, str, 608, 0, 1);
- text_draw(&white_text, "LIVES", screen->h, 20, 1, NO_UPDATE);
+ text_draw(&white_text, "LIVES", screen->h, 20, 1);
if(show_fps)
{
sprintf(str, "%2.1f", fps_fps);
- text_draw(&white_text, "FPS", screen->h, 40, 1, NO_UPDATE);
- text_draw(&gold_text, str, screen->h + 60, 40, 1, NO_UPDATE);
+ text_draw(&white_text, "FPS", screen->h, 40, 1);
+ text_draw(&gold_text, str, screen->h + 60, 40, 1);
}
for(i=0; i < tux.lives; ++i)
{
- texture_draw(&tux_life,565+(18*i),20,NO_UPDATE);
+ texture_draw(&tux_life,565+(18*i),20);
}
}
clearscreen(0, 0, 0);
- text_drawf(&blue_text, "GAMEOVER", 0, 200, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ text_drawf(&blue_text, "GAMEOVER", 0, 200, A_HMIDDLE, A_TOP, 1);
sprintf(str, "SCORE: %d", score);
- text_drawf(&gold_text, str, 0, 224, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ text_drawf(&gold_text, str, 0, 224, A_HMIDDLE, A_TOP, 1);
sprintf(str, "DISTROS: %d", distros);
- text_drawf(&gold_text, str, 0, 256, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ text_drawf(&gold_text, str, 0, 256, A_HMIDDLE, A_TOP, 1);
flipscreen();
SDL_Delay(2000);
clearscreen(0, 0, 0);
- text_drawf(&blue_text, "Result:", 0, 200, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ text_drawf(&blue_text, "Result:", 0, 200, A_HMIDDLE, A_TOP, 1);
sprintf(str, "SCORE: %d", score);
- text_drawf(&gold_text, str, 0, 224, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ text_drawf(&gold_text, str, 0, 224, A_HMIDDLE, A_TOP, 1);
sprintf(str, "DISTROS: %d", distros);
- text_drawf(&gold_text, str, 0, 256, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ text_drawf(&gold_text, str, 0, 256, A_HMIDDLE, A_TOP, 1);
flipscreen();
SDL_Delay(2000);
}
else
{
-
-
fgets(str, 100, fi);
strcpy(level_subset, str);
level_subset[strlen(level_subset)-1] = '\0';