#include "resources.h"
#include "background.h"
#include "tilemap.h"
-#include "music_manager.h"
GameSession* GameSession::current_ = 0;
void
GameSession::levelintro(void)
{
- music_manager->halt_music();
+ sound_manager->halt_music();
char str[60];
switch(key)
{
+ case SDLK_a:
+ if(debug_mode)
+ {
+ char buf[160];
+ snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f",
+ tux.base.x, tux.base.y);
+ context->draw_text(white_text, buf,
+ Vector(0, screen->h - white_text->get_height()),
+ LAYER_FOREGROUND1);
+ context->do_drawing();
+ SDL_Delay(1000);
+ }
+ break;
case SDLK_p:
if(!Menu::current())
{
case SDLK_TAB:
if(debug_mode)
{
- tux.size = !tux.size;
- if(tux.size == BIG)
- {
- tux.base.height = 64;
- }
- else
- tux.base.height = 32;
+ tux.grow(false);
}
break;
case SDLK_END:
Player* tux = currentsector->player;
/* End of level? */
- int endpos = (currentsector->solids->get_width() - 5) * 32;
Tile* endtile = collision_goal(tux->base);
- // fallback in case the other endpositions don't trigger
- if (!end_sequence && tux->base.x >= endpos)
- {
- end_sequence = ENDSEQUENCE_WAITING;
- last_x_pos = -1;
- music_manager->play_music(level_end_song, 0);
- endsequence_timer.start(7000);
- tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
- }
- else if(end_sequence && !endsequence_timer.check())
+ if(end_sequence && !endsequence_timer.check())
{
exit_status = ES_LEVEL_FINISHED;
return;
{
end_sequence = ENDSEQUENCE_RUNNING;
last_x_pos = -1;
- music_manager->play_music(level_end_song, 0);
+ sound_manager->play_music(level_end_song, 0);
endsequence_timer.start(7000); // 5 seconds until we finish the map
tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
}
// Update Tux and the World
currentsector->action(frame_ratio);
}
+
+ // respawning in new sector?
+ if(newsector != "" && newspawnpoint != "") {
+ Sector* sector = level->get_sector(newsector);
+ currentsector = sector;
+ currentsector->activate(newspawnpoint);
+ currentsector->play_music(LEVEL_MUSIC);
+ newsector = newspawnpoint = "";
+ }
}
void
return exit_status;
}
+void
+GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
+{
+ newsector = sector;
+ newspawnpoint = spawnpoint;
+}
+
/* Bounce a brick: */
void bumpbrick(float x, float y)
{
Sector::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
(int)(y / 32) * 32));
- play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_BRICK], Vector(x, y));
}
/* (Status): */