Just made the keys UP code go when the menu is called.
[supertux.git] / src / gameloop.cpp
index 251dafd..625afee 100644 (file)
@@ -178,6 +178,8 @@ GameSession::start_timers()
 void
 GameSession::on_escape_press()
 {
+  if(world->get_tux()->dying || end_sequence != NO_ENDSEQUENCE)
+    return;   // don't let the player open the menu, when he is dying
   if(game_pause)
     return;
 
@@ -187,6 +189,16 @@ GameSession::on_escape_press()
     }
   else if (!Menu::current())
     {
+      /* Tell Tux that the keys are all down, otherwise
+        it could have nasty bugs, like going allways to the right
+        or whatever that key does */
+      Player& tux = *world->get_tux();
+      tux.key_event((SDLKey)keymap.jump, UP);
+      tux.key_event((SDLKey)keymap.duck, UP);
+      tux.key_event((SDLKey)keymap.left, UP);
+      tux.key_event((SDLKey)keymap.right, UP);
+      tux.key_event((SDLKey)keymap.fire, UP);
+
       Menu::set_current(game_menu);
       st_pause_ticks_start();
     }
@@ -261,18 +273,8 @@ GameSession::process_events()
           if (Menu::current())
             {
               Menu::current()->event(event);
-             if(!Menu::current())
-             st_pause_ticks_stop();
-
-            /* Tell Tux that the keys are all down, otherwise
-               it could have nasty bugs, like going allways to the right
-               or whatever that key does */
-            Player& tux = *world->get_tux();
-            tux.key_event((SDLKey)keymap.jump, UP);
-            tux.key_event((SDLKey)keymap.duck, UP);
-            tux.key_event((SDLKey)keymap.left, UP);
-            tux.key_event((SDLKey)keymap.right, UP);
-            tux.key_event((SDLKey)keymap.fire, UP);
+              if(!Menu::current())
+                st_pause_ticks_stop();
             }
           else
             {
@@ -466,9 +468,6 @@ GameSession::check_end_conditions()
 
       if (player_status.lives < 0)
         { // No more lives!?
-          if(st_gl_mode != ST_GL_TEST)
-            drawendscreen();
-          
           exit_status = ES_GAME_OVER;
         }
       else
@@ -683,63 +682,39 @@ GameSession::drawstatus()
     }
 
   if(!time_left.check()) {
-    white_text->draw("TIME'S UP", 224, 0, 1);
+    white_text->draw("TIME'S UP", screen->w/2 - white_text->w*8, 0, 1);
   } else if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) {
     sprintf(str, "%d", time_left.get_left() / 1000 );
-    white_text->draw("TIME", 224, 0, 1);
-    gold_text->draw(str, 304, 0, 1);
+    white_text->draw("TIME", screen->w/2 - white_text->w*4, 0, 1);
+    gold_text->draw(str, screen->w/2 + gold_text->w, 0, 1);
   }
 
   sprintf(str, "%d", player_status.distros);
-  white_text->draw("COINS", screen->h, 0, 1);
-  gold_text->draw(str, 608, 0, 1);
+  white_text->draw("COINS", screen->w - white_text->w*9, 0, 1);
+  gold_text->draw(str, screen->w - gold_text->w*2, 0, 1);
 
-  white_text->draw("LIVES", 480, 20);
+  white_text->draw("LIVES", screen->w - white_text->w*9, 20);
   if (player_status.lives >= 5)
     {
       sprintf(str, "%dx", player_status.lives);
-      gold_text->draw_align(str, 617, 20, A_RIGHT, A_TOP);
-      tux_life->draw(565+(18*3), 20);
+      gold_text->draw_align(str, screen->w - gold_text->w, 20, A_RIGHT, A_TOP);
+      tux_life->draw(screen->w - gold_text->w, 20);
     }
   else
     {
       for(int i= 0; i < player_status.lives; ++i)
-        tux_life->draw(565+(18*i),20);
+        tux_life->draw(screen->w - tux_life->w*4 +(tux_life->w*i), 20);
     }
 
   if(show_fps)
     {
       sprintf(str, "%2.1f", fps_fps);
-      white_text->draw("FPS", screen->h, 40, 1);
-      gold_text->draw(str, screen->h + 60, 40, 1);
+      white_text->draw("FPS", screen->w - white_text->w*9, 40, 1);
+      gold_text->draw_align(str, screen->w, 40, A_RIGHT, A_TOP);
     }
 }
 
 void
-GameSession::drawendscreen()
-{
-  char str[80];
-
-  if (get_level()->img_bkgd)
-    get_level()->draw_bg();
-  else
-    drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
-
-  blue_text->drawf("GAMEOVER", 0, 200, A_HMIDDLE, A_TOP, 1);
-
-  sprintf(str, "SCORE: %d", player_status.score);
-  gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
-
-  sprintf(str, "COINS: %d", player_status.distros);
-  gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
-
-  flipscreen();
-  
-  SDL_Event event;
-  wait_for_event(event,2000,5000,true);
-}
-
-void
 GameSession::drawresultscreen(void)
 {
   char str[80];