patch contributed by markos_64:
[supertux.git] / src / gameloop.cpp
index bd8812d..3267063 100644 (file)
 #include "high_scores.h"
 #include "gui/menu.h"
 #include "sector.h"
-#include "player.h"
 #include "level.h"
 #include "scene.h"
-#include "collision.h"
 #include "tile.h"
-#include "particlesystem.h"
+#include "object/particlesystem.h"
+#include "object/background.h"
+#include "object/tilemap.h"
+#include "object/camera.h"
+#include "object/player.h"
 #include "resources.h"
-#include "background.h"
-#include "tilemap.h"
 #include "app/gettext.h"
 #include "worldmap.h"
 #include "intro.h"
 #include "misc.h"
-#include "camera.h"
 #include "statistics.h"
 #include "timer.h"
 #include "object/fireworks.h"
@@ -80,10 +79,10 @@ bool compare_last(std::string& haystack, std::string needle)
   return false;
 }
 
-GameSession::GameSession(const std::string& levelname_, int mode,
-    bool flip_level_, Statistics* statistics)
+GameSession::GameSession(const std::string& levelfile_, int mode,
+    Statistics* statistics)
   : level(0), currentsector(0), st_gl_mode(mode),
-    end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_),
+    end_sequence(NO_ENDSEQUENCE), levelfile(levelfile_),
     best_level_statistics(statistics)
 {
   current_ = this;
@@ -93,9 +92,6 @@ GameSession::GameSession(const std::string& levelname_, int mode,
 
   context = new DrawingContext();
 
-  if(flip_levels_mode)
-    flip_level = true;
-
   last_swap_point = Vector(-1, -1);
   last_swap_stats.reset();
 
@@ -124,9 +120,7 @@ GameSession::restart_level()
   currentsector = 0;
 
   level = new Level;
-  level->load(levelname);
-  if(flip_level)
-    level->do_vertical_flip();
+  level->load(levelfile);
 
   global_stats.reset();
   global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
@@ -186,8 +180,13 @@ GameSession::levelintro(void)
   char str[60];
 
   DrawingContext context;
-  if(currentsector->background)
-    currentsector->background->draw(context);
+  for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
+      i != currentsector->gameobjects.end(); ++i) {
+    Background* background = dynamic_cast<Background*> (*i);
+    if(background) {
+      background->draw(context);
+    }
+  }
 
 //  context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
 //      CENTER_ALLIGN, LAYER_FOREGROUND1);
@@ -205,11 +204,6 @@ GameSession::levelintro(void)
       Vector(screen->w/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
 
-  if(flip_level)
-    context.draw_text(white_text,
-      _("Level Vertically Flipped!"),
-      Vector(screen->w/2, 310), CENTER_ALLIGN, LAYER_FOREGROUND1);
-
   if(best_level_statistics != NULL)
     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
 
@@ -463,6 +457,11 @@ GameSession::process_events()
                           tux.kill(tux.KILL);
                           last_keys.clear();
                           }
+                        if(compare_last(last_keys, "grid"))
+                          {    // toggle debug grid
+                          debug_grid = !debug_grid;
+                          last_keys.clear();
+                          }
                         if(compare_last(last_keys, "hover"))
                           {    // toggle hover ability on/off
                           tux.enable_hover = !tux.enable_hover;
@@ -721,11 +720,13 @@ GameSession::run()
   while (exit_status == ES_NONE) {
     Uint32 ticks = SDL_GetTicks();
     float elapsed_time = float(ticks - lastticks) / 1000.;
-    global_time += elapsed_time;
+    if(!game_pause)
+      global_time += elapsed_time;
     lastticks = ticks;
+
     // 40fps is minimum
-    if(elapsed_time > .05)
-      elapsed_time = .05;
+    if(elapsed_time > .025)
+      elapsed_time = .025;
     
     /* Handle events: */
     currentsector->player->input.old_fire = currentsector->player->input.fire;
@@ -899,12 +900,18 @@ GameSession::drawstatus(DrawingContext& context)
 }
 
 void
-GameSession::drawresultscreen(void)
+GameSession::drawresultscreen()
 {
   char str[80];
 
   DrawingContext context;
-  currentsector->background->draw(context);  
+  for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
+      i != currentsector->gameobjects.end(); ++i) {
+    Background* background = dynamic_cast<Background*> (*i);
+    if(background) {
+      background->draw(context);
+    }
+  }
 
   context.draw_text(blue_text, _("Result:"), Vector(screen->w/2, 200),
       CENTER_ALLIGN, LAYER_FOREGROUND1);