//frame_rate.update();
/* Handle time: */
- if (time_left.check() && currentsector->player->dying == DYING_NOT
- && !end_sequence)
+ if (time_left.check() && !end_sequence)
currentsector->player->kill(Player::KILL);
/* Handle music: */
- if(currentsector->player->invincible_timer.check() && !end_sequence)
+ if (currentsector->player->invincible_timer.started() && !end_sequence)
{
currentsector->play_music(HERRING_MUSIC);
}
LEFT_ALLIGN, LAYER_FOREGROUND1);
}
- if(time_left.check()) {
+ if(time_left.get_timeleft() < 0) {
context.draw_text(white_text, _("TIME's UP"), Vector(screen->w/2, 0),
CENTER_ALLIGN, LAYER_FOREGROUND1);
} else if (time_left.get_timeleft() > TIME_WARNING
stream << slot;
std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
- if (access(slotfile.c_str(), F_OK) != 0)
- {
- shrink_fade(Vector(screen->w/2,screen->h/2), 600);
- draw_intro();
- }
-
fadeout(256);
DrawingContext context;
context.draw_text(white_text, "Loading...",
WorldMapNS::WorldMap worldmap;
- worldmap.set_map_filename("icyisland.stwm");
+ worldmap.set_map_filename("/levels/world1/worldmap.stwm");
// Load the game or at least set the savegame_file variable
worldmap.loadgame(slotfile);