#include "worldmap.h"
#include "intro.h"
#include "misc.h"
+#include "camera.h"
GameSession* GameSession::current_ = 0;
game_pause = false;
fps_fps = 0;
- fps_timer.init(true);
+ fps_timer.init(true);
frame_timer.init(true);
+ random_timer.init(true);
frame_rate.set_fps(100);
context = new DrawingContext();
fps_timer.init(true);
frame_timer.init(true);
+ random_timer.init(true);
last_keys.clear();
-#if 0
- float old_x_pos = -1;
- if (world)
+ Vector tux_pos = Vector(-1,-1);
+ if (currentsector)
{ // Tux has lost a life, so we try to respawn him at the nearest reset point
- old_x_pos = world->get_tux()->base.x;
+ tux_pos = currentsector->player->base;
}
-#endif
delete level;
currentsector = 0;
level->load(levelname);
if(flip_level)
level->do_vertical_flip();
+
currentsector = level->get_sector("main");
if(!currentsector)
Termination::abort("Level has no main sector.", "");
currentsector->activate("main");
-#if 0 // TODO
// Set Tux to the nearest reset point
- if (old_x_pos != -1)
+ if(tux_pos.x != -1)
{
- ResetPoint best_reset_point = { -1, -1 };
- for(std::vector<ResetPoint>::iterator i = get_level()->reset_points.begin();
- i != get_level()->reset_points.end(); ++i)
- {
- if (i->x < old_x_pos && best_reset_point.x < i->x)
- best_reset_point = *i;
- }
-
- if (best_reset_point.x != -1)
- {
- world->get_tux()->base.x = best_reset_point.x;
- world->get_tux()->base.y = best_reset_point.y;
- }
- }
-#endif
+ tux_pos = currentsector->get_best_spawn_point(tux_pos);
+ 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));
+ }
+
if (st_gl_mode != ST_GL_DEMO_GAME)
{
if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
}
break;
default:
+ break;
+ }
+ }
+
/* Check if chacrater is ASCII */
char ch[2];
if((event.key.keysym.unicode & 0xFF80) == 0)
tux.invincible_timer.start(time_left.get_left());
last_keys.clear();
}
- break;
- }
- }
+
break;
case SDL_JOYAXISMOTION:
else if(!end_sequence && endtile && endtile->data == 0)
{
end_sequence = ENDSEQUENCE_RUNNING;
+ random_timer.start(200); // start 1st firework
last_x_pos = -1;
SoundManager::get()->play_music(level_end_song, 0);
endsequence_timer.start(7000); // 5 seconds until we finish the map
currentsector->play_music(LEVEL_MUSIC);
newsector = newspawnpoint = "";
}
+
+ // on end sequence make a few fireworks
+ if(end_sequence == ENDSEQUENCE_RUNNING && !random_timer.check())
+ {
+ Vector epicenter = currentsector->camera->get_translation();
+ epicenter.x += screen->w * ((float)rand() / RAND_MAX);
+ epicenter.y += (screen->h/2) * ((float)rand() / RAND_MAX);
+
+ int red = rand() % 255; // calculate firework color
+ int green = rand() % red;
+ currentsector->add_particles(epicenter, Vector(1.4,1.4), Vector(0,0),
+ 45, Color(red,green,0), 3, 1300);
+
+ SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
+ random_timer.start(rand() % 400 + 600); // next firework
+ }
}
void