#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"
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;
context = new DrawingContext();
- if(flip_levels_mode)
- flip_level = true;
-
last_swap_point = Vector(-1, -1);
last_swap_stats.reset();
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());
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);
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"));
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;
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;
}
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);