http://www.newbreedsoftware.com/supertux/
April 11, 2000 - March 15, 2004
- */
+*/
#include <stdio.h>
#include <stdlib.h>
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();
score += 1000;
case SDLK_f:
if(debug_fps)
- debug_fps = false;
+ debug_fps = false;
else
- debug_fps = true;
+ debug_fps = true;
break;
default:
break;
{
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)
} /* switch */
} /* while */
-
}
/* --- GAME ACTION! --- */
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
{
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)
while (SDL_PollEvent(&event))
- {}
+ {}
game_draw();
do
/* 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))
{
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
{
/*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 = true;*/ /*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+. */
+ 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
// 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(datadir + soundfilenames[i]);
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);
}
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');
}
{
unsigned int i;
-
/* Bad guys: */
-
for (i = 0; i < bad_guys.size(); i++)
{
if (bad_guys[i].base.x >= x - 32 && bad_guys[i].base.x <= x + 32 &&
/* Upgrades: */
-
for (i = 0; i < upgrades.size(); i++)
{
if (upgrades[i].base.height == 32 &&
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';