-/*
- gameloop.c
-
- Super Tux - Game Loop!
-
- by Bill Kendrick & Tobias Glaesser
- bill@newbreedsoftware.com
- http://www.newbreedsoftware.com/supertux/
-
- April 11, 2000 - March 15, 2004
-*/
-
+// $Id$
+//
+// SuperTux
+// Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
+// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
+// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+#include <iostream>
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include "tile.h"
#include "particlesystem.h"
#include "resources.h"
+#include "music_manager.h"
GameSession* GameSession::current_ = 0;
GameSession::GameSession(const std::string& subset_, int levelnb_, int mode)
- : world(0), st_gl_mode(mode), levelnb(levelnb_), subset(subset_)
+ : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequence(NO_ENDSEQUENCE),
+ subset(subset_)
{
current_ = this;
+
+ global_frame_counter = 0;
+ game_pause = false;
+
+ fps_timer.init(true);
+ frame_timer.init(true);
+
restart_level();
}
void
GameSession::restart_level()
{
- game_pause = false;
- exit_status = NONE;
+ game_pause = false;
+ exit_status = ES_NONE;
+ end_sequence = NO_ENDSEQUENCE;
fps_timer.init(true);
frame_timer.init(true);
+ float old_x_pos = -1;
+
+ if (world)
+ { // Tux has lost a life, so we try to respawn him at the nearest reset point
+ old_x_pos = world->get_tux()->base.x;
+ }
+
+ delete world;
+
if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
{
world = new World(subset);
{
world = new World(subset, levelnb);
}
+
+ // Set Tux to the nearest reset point
+ if (old_x_pos != -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;
+ }
+ }
if (st_gl_mode != ST_GL_DEMO_GAME)
{
- if(st_gl_mode != ST_GL_TEST)
- load_hs();
-
if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
levelintro();
}
time_left.init(true);
- start_timers();
+ start_timers();
+ world->play_music(LEVEL_MUSIC);
}
GameSession::~GameSession()
void
GameSession::levelintro(void)
{
+ music_manager->halt_music();
+
char str[60];
- /* Level Intro: */
- clearscreen(0, 0, 0);
+
+ get_level()->draw_bg();
sprintf(str, "%s", world->get_level()->name.c_str());
- gold_text->drawf(str, 0, 200, A_HMIDDLE, A_TOP, 1);
+ gold_text->drawf(str, 0, 220, A_HMIDDLE, A_TOP, 1);
sprintf(str, "TUX x %d", player_status.lives);
- white_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
+ white_text->drawf(str, 0, 240, A_HMIDDLE, A_TOP, 1);
sprintf(str, "by %s", world->get_level()->author.c_str());
white_small_text->drawf(str, 0, 400, A_HMIDDLE, A_TOP, 1);
}
void
-GameSession::process_events()
+GameSession::on_escape_press()
{
- Player& tux = *world->get_tux();
+ 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;
- SDL_Event event;
- while (SDL_PollEvent(&event))
+ if(st_gl_mode == ST_GL_TEST)
{
- /* Check for menu-events, if the menu is shown */
- current_menu->event(event);
+ exit_status = ES_LEVEL_ABORT;
+ }
+ 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();
+ }
+}
+
+void
+GameSession::process_events()
+{
+ if (end_sequence != NO_ENDSEQUENCE)
+ {
+ Player& tux = *world->get_tux();
+
+ tux.input.fire = UP;
+ tux.input.left = UP;
+ tux.input.right = DOWN;
+ tux.input.down = UP;
+
+ if (int(last_x_pos) == int(tux.base.x))
+ tux.input.up = DOWN;
+ else
+ tux.input.up = UP;
- switch(event.type)
+ last_x_pos = tux.base.x;
+
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
{
- case SDL_QUIT: /* Quit event - quit: */
- st_abort("Received window close", "");
- break;
+ /* Check for menu-events, if the menu is shown */
+ if (Menu::current())
+ {
+ Menu::current()->event(event);
+ if(!Menu::current())
+ st_pause_ticks_stop();
+ }
- case SDL_KEYDOWN: /* A keypress! */
- {
- SDLKey key = event.key.keysym.sym;
-
- if(tux.key_event(key,DOWN))
+ switch(event.type)
+ {
+ case SDL_QUIT: /* Quit event - quit: */
+ st_abort("Received window close", "");
break;
-
- switch(key)
+
+ case SDL_KEYDOWN: /* A keypress! */
{
- case SDLK_ESCAPE: /* Escape: Open/Close the menu: */
- if(!game_pause)
+ SDLKey key = event.key.keysym.sym;
+
+ switch(key)
{
- if(st_gl_mode == ST_GL_TEST)
- {
- exit_status = LEVEL_ABORT;
- }
- else if(!show_menu)
- {
- Menu::set_current(game_menu);
- show_menu = 0;
- st_pause_ticks_stop();
- }
- else
- {
- Menu::set_current(game_menu);
- show_menu = 1;
- st_pause_ticks_start();
- }
+ case SDLK_ESCAPE: /* Escape: Open/Close the menu: */
+ on_escape_press();
+ break;
+ default:
+ break;
}
- break;
- default:
- break;
}
- }
- break;
- case SDL_KEYUP: /* A keyrelease! */
- {
- SDLKey key = event.key.keysym.sym;
-
- if(tux.key_event(key, UP))
+
+ case SDL_JOYBUTTONDOWN:
+ if (event.jbutton.button == joystick_keymap.start_button)
+ on_escape_press();
break;
+ }
+ }
+ }
+ else // normal mode
+ {
+ if(!Menu::current() && !game_pause)
+ st_pause_ticks_stop();
- switch(key)
- {
- case SDLK_p:
- if(!show_menu)
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ /* Check for menu-events, if the menu is shown */
+ if (Menu::current())
+ {
+ Menu::current()->event(event);
+ if(!Menu::current())
+ st_pause_ticks_stop();
+ }
+ else
+ {
+ Player& tux = *world->get_tux();
+
+ switch(event.type)
+ {
+ case SDL_QUIT: /* Quit event - quit: */
+ st_abort("Received window close", "");
+ break;
+
+ case SDL_KEYDOWN: /* A keypress! */
{
- if(game_pause)
- {
- game_pause = false;
- st_pause_ticks_stop();
- }
- else
+ SDLKey key = event.key.keysym.sym;
+
+ if(tux.key_event(key,DOWN))
+ break;
+
+ switch(key)
{
- game_pause = true;
- st_pause_ticks_start();
+ case SDLK_ESCAPE: /* Escape: Open/Close the menu: */
+ on_escape_press();
+ break;
+ default:
+ break;
}
}
- break;
- case SDLK_TAB:
- if(debug_mode)
+ break;
+ case SDL_KEYUP: /* A keyrelease! */
{
- tux.size = !tux.size;
- if(tux.size == BIG)
+ SDLKey key = event.key.keysym.sym;
+
+ if(tux.key_event(key, UP))
+ break;
+
+ switch(key)
{
- tux.base.height = 64;
+ case SDLK_p:
+ if(!Menu::current())
+ {
+ if(game_pause)
+ {
+ game_pause = false;
+ st_pause_ticks_stop();
+ }
+ else
+ {
+ game_pause = true;
+ st_pause_ticks_start();
+ }
+ }
+ break;
+ case SDLK_TAB:
+ if(debug_mode)
+ {
+ tux.size = !tux.size;
+ if(tux.size == BIG)
+ {
+ tux.base.height = 64;
+ }
+ else
+ tux.base.height = 32;
+ }
+ break;
+ case SDLK_END:
+ if(debug_mode)
+ player_status.distros += 50;
+ break;
+ case SDLK_DELETE:
+ if(debug_mode)
+ tux.got_power = tux.FIRE_POWER;
+ break;
+ case SDLK_HOME:
+ if(debug_mode)
+ tux.got_power = tux.ICE_POWER;
+ break;
+ case SDLK_INSERT:
+ if(debug_mode)
+ tux.invincible_timer.start(TUX_INVINCIBLE_TIME);
+ break;
+ case SDLK_l:
+ if(debug_mode)
+ --player_status.lives;
+ break;
+ case SDLK_s:
+ if(debug_mode)
+ player_status.score += 1000;
+ case SDLK_f:
+ if(debug_fps)
+ debug_fps = false;
+ else
+ debug_fps = true;
+ break;
+ default:
+ break;
}
- else
- tux.base.height = 32;
}
- break;
- case SDLK_END:
- if(debug_mode)
- player_status.distros += 50;
- break;
- case SDLK_DELETE:
- if(debug_mode)
- tux.got_coffee = 1;
- break;
- case SDLK_INSERT:
- if(debug_mode)
- tux.invincible_timer.start(TUX_INVINCIBLE_TIME);
- break;
- case SDLK_l:
- if(debug_mode)
- --player_status.lives;
- break;
- case SDLK_s:
- if(debug_mode)
- player_status.score += 1000;
- case SDLK_f:
- if(debug_fps)
- debug_fps = false;
- else
- debug_fps = true;
- break;
- default:
- break;
- }
- }
- break;
+ break;
- case SDL_JOYAXISMOTION:
- switch(event.jaxis.axis)
- {
- case JOY_X:
- if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
- {
- tux.input.left = DOWN;
- tux.input.right = UP;
- }
- else if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
- {
- tux.input.left = UP;
- tux.input.right = DOWN;
- }
- else
- {
- tux.input.left = DOWN;
- tux.input.right = DOWN;
- }
- break;
- case JOY_Y:
- if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
- tux.input.down = DOWN;
- else if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
- tux.input.down = UP;
- else
- tux.input.down = UP;
-
- break;
- default:
- break;
+ case SDL_JOYAXISMOTION:
+ if (event.jaxis.axis == joystick_keymap.x_axis)
+ {
+ if (event.jaxis.value < -joystick_keymap.dead_zone)
+ {
+ tux.input.left = DOWN;
+ tux.input.right = UP;
+ }
+ else if (event.jaxis.value > joystick_keymap.dead_zone)
+ {
+ tux.input.left = UP;
+ tux.input.right = DOWN;
+ }
+ else
+ {
+ tux.input.left = DOWN;
+ tux.input.right = DOWN;
+ }
+ }
+ else if (event.jaxis.axis == joystick_keymap.y_axis)
+ {
+ if (event.jaxis.value > joystick_keymap.dead_zone)
+ tux.input.down = DOWN;
+ else if (event.jaxis.value < -joystick_keymap.dead_zone)
+ tux.input.down = UP;
+ else
+ tux.input.down = UP;
+ }
+ break;
+
+ case SDL_JOYBUTTONDOWN:
+ if (event.jbutton.button == joystick_keymap.a_button)
+ tux.input.up = DOWN;
+ else if (event.jbutton.button == joystick_keymap.b_button)
+ tux.input.fire = DOWN;
+ else if (event.jbutton.button == joystick_keymap.start_button)
+ on_escape_press();
+ break;
+ case SDL_JOYBUTTONUP:
+ if (event.jbutton.button == joystick_keymap.a_button)
+ tux.input.up = UP;
+ else if (event.jbutton.button == joystick_keymap.b_button)
+ tux.input.fire = UP;
+ break;
+
+ default:
+ break;
+ } /* switch */
}
- break;
- case SDL_JOYBUTTONDOWN:
- if (event.jbutton.button == JOY_A)
- tux.input.up = DOWN;
- else if (event.jbutton.button == JOY_B)
- tux.input.fire = DOWN;
- break;
- case SDL_JOYBUTTONUP:
- if (event.jbutton.button == JOY_A)
- tux.input.up = UP;
- else if (event.jbutton.button == JOY_B)
- tux.input.fire = UP;
-
- break;
-
- default:
- break;
-
- } /* switch */
-
- } /* while */
+ } /* while */
+ }
}
-
void
GameSession::check_end_conditions()
{
Player* tux = world->get_tux();
/* End of level? */
- if (tux->base.x >= World::current()->get_level()->endpos
- && World::current()->get_level()->endpos != 0)
+ int endpos = (World::current()->get_level()->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)
{
- exit_status = LEVEL_FINISHED;
+ 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
+ else if(end_sequence && !endsequence_timer.check())
{
- // Check End conditions
- if (tux->is_dead())
- {
-
- if (player_status.lives < 0)
- { // No more lives!?
- if(st_gl_mode != ST_GL_TEST)
- drawendscreen();
-
- if(st_gl_mode != ST_GL_TEST)
- {
- if (player_status.score > hs_score)
- save_hs(player_status.score);
- }
-
- exit_status = GAME_OVER;
- }
- else
- { // Still has lives, so reset Tux to the levelstart
- restart_level();
- }
+ exit_status = ES_LEVEL_FINISHED;
+ return;
+ }
+ else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
+ {
+ end_sequence = ENDSEQUENCE_WAITING;
+ }
+ else if(!end_sequence && endtile && endtile->data == 0)
+ {
+ end_sequence = ENDSEQUENCE_RUNNING;
+ last_x_pos = -1;
+ music_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.)
+ }
+ else if (!end_sequence && tux->is_dead())
+ {
+ player_status.bonus = PlayerStatus::NO_BONUS;
+
+ if (player_status.lives < 0)
+ { // No more lives!?
+ exit_status = ES_GAME_OVER;
}
- }
+ else
+ { // Still has lives, so reset Tux to the levelstart
+ restart_level();
+ }
+
+ return;
+ }
}
void
GameSession::action(double frame_ratio)
{
- check_end_conditions();
-
- if (exit_status == NONE)
+ if (exit_status == ES_NONE)
{
- Player* tux = world->get_tux();
-
// Update Tux and the World
- tux->action(frame_ratio);
world->action(frame_ratio);
}
}
blue_text->drawf("PAUSE - Press 'P' To Play", 0, 230, A_HMIDDLE, A_TOP, 1);
}
- if(show_menu)
+ if(Menu::current())
{
- menu_process_current();
+ Menu::current()->draw();
mouse_cursor->draw();
}
updatescreen();
}
+void
+GameSession::process_menu()
+{
+ Menu* menu = Menu::current();
+ if(menu)
+ {
+ menu->action();
+
+ if(menu == game_menu)
+ {
+ switch (game_menu->check())
+ {
+ case MNID_CONTINUE:
+ st_pause_ticks_stop();
+ break;
+ case MNID_ABORTLEVEL:
+ st_pause_ticks_stop();
+ exit_status = ES_LEVEL_ABORT;
+ break;
+ }
+ }
+ else if(menu == options_menu)
+ {
+ process_options_menu();
+ }
+ else if(menu == load_game_menu )
+ {
+ process_load_game_menu();
+ }
+ }
+}
GameSession::ExitStatus
GameSession::run()
{
- Player* tux = world->get_tux();
+ Menu::set_current(0);
current_ = this;
- int fps_cnt;
+ int fps_cnt = 0;
- global_frame_counter = 0;
- game_pause = false;
-
- fps_timer.init(true);
- frame_timer.init(true);
-
- last_update_time = st_get_ticks();
- fps_cnt = 0;
-
- /* Clear screen: */
- clearscreen(0, 0, 0);
- updatescreen();
-
- /* Play music: */
- play_current_music();
+ update_time = last_update_time = st_get_ticks();
// Eat unneeded events
SDL_Event event;
draw();
- while (exit_status == NONE)
+ while (exit_status == ES_NONE)
{
/* Calculate the movement-factor */
double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
- if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
- frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
if(!frame_timer.check())
{
}
/* Handle events: */
- tux->input.old_fire = tux->input.fire;
+ world->get_tux()->input.old_fire = world->get_tux()->input.fire;
process_events();
+ process_menu();
- if(show_menu)
- {
- if(current_menu == game_menu)
- {
- switch (game_menu->check())
- {
- case 2:
- st_pause_ticks_stop();
- break;
- case 3:
- // FIXME:
- //update_load_save_game_menu(save_game_menu);
- break;
- case 4:
- update_load_save_game_menu(load_game_menu);
- break;
- case 7:
- st_pause_ticks_stop();
- exit_status = LEVEL_ABORT;
- break;
- }
- }
- else if(current_menu == options_menu)
- {
- process_options_menu();
- }
- else if(current_menu == load_game_menu )
- {
- process_load_game_menu();
- }
- }
-
- // Handle actions:
- if(!game_pause && !show_menu)
+ // Update the world state and all objects in the world
+ // Do that with a constante time-delta so that the game will run
+ // determistic and not different on different machines
+ if(!game_pause && !Menu::current())
{
- action(frame_ratio);
- if (exit_status != NONE)
- return exit_status;
+ // Update the world
+ check_end_conditions();
+ if (end_sequence == ENDSEQUENCE_RUNNING)
+ action(frame_ratio/2);
+ else if(end_sequence == NO_ENDSEQUENCE)
+ action(frame_ratio);
}
else
{
SDL_Delay(50);
}
- if(debug_mode && debug_fps)
- SDL_Delay(60);
-
- /*Draw the current scene to the screen */
- /*If the machine running the game is too slow
- skip the drawing of the frame (so the calculations are more precise and
- the FPS aren't affected).*/
- /*if( ! fps_fps < 50.0 )
- game_draw();
- else
- jump = true;*/ /*FIXME: Implement this tweak right.*/
draw();
/* Time stops in pause mode */
- if(game_pause || show_menu )
+ if(game_pause || Menu::current())
{
continue;
}
/* Set the time of the last update and the time of the current update */
last_update_time = update_time;
- update_time = st_get_ticks();
+ update_time = st_get_ticks();
/* Pause till next frame, if the machine running the game is too fast: */
/* FIXME: Works great for in OpenGl mode, where the CPU doesn't have to do that much. But
the results in SDL mode aren't perfect (thought the 100 FPS are reached), even on an AMD2500+. */
- if(last_update_time >= update_time - 12) {
- SDL_Delay(10);
- update_time = st_get_ticks();
- }
- /*if((update_time - last_update_time) < 10)
- SDL_Delay((11 - (update_time - last_update_time))/2);*/
+ if(last_update_time >= update_time - 12)
+ {
+ SDL_Delay(10);
+ update_time = st_get_ticks();
+ }
/* Handle time: */
- if (time_left.check())
+ if (!time_left.check() && world->get_tux()->dying == DYING_NOT
+ && !end_sequence)
+ world->get_tux()->kill(Player::KILL);
+
+ /* Handle music: */
+ if(world->get_tux()->invincible_timer.check() && !end_sequence)
{
- /* are we low on time ? */
- if (time_left.get_left() < TIME_WARNING
- && (get_current_music() != HURRYUP_MUSIC)) /* play the fast music */
- {
- set_current_music(HURRYUP_MUSIC);
- play_current_music();
- }
+ world->play_music(HERRING_MUSIC);
+ }
+ /* are we low on time ? */
+ else if (time_left.get_left() < TIME_WARNING && !end_sequence)
+ {
+ world->play_music(HURRYUP_MUSIC);
+ }
+ /* or just normal music? */
+ else if(world->get_music_type() != LEVEL_MUSIC && !end_sequence)
+ {
+ world->play_music(LEVEL_MUSIC);
}
- else if(tux->dying == DYING_NOT)
- tux->kill(KILL);
/* Calculate frames per second */
if(show_fps)
}
}
}
-
- halt_music();
-
- world->get_level()->free_gfx();
- world->get_level()->cleanup();
- world->get_level()->free_song();
-
+
return exit_status;
}
/* Bounce a brick: */
void bumpbrick(float x, float y)
{
- World::current()->add_bouncy_brick(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
+ World::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
+ (int)(y / 32) * 32));
play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
}
white_text->draw("SCORE", 0, 0, 1);
gold_text->draw(str, 96, 0, 1);
- if(st_gl_mode != ST_GL_TEST)
- {
- sprintf(str, "%d", hs_score);
- white_text->draw("HIGH", 0, 20, 1);
- gold_text->draw(str, 96, 20, 1);
- }
- else
+ if(st_gl_mode == ST_GL_TEST)
{
white_text->draw("Press ESC To Return",0,20,1);
}
- 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);
- }
+ if(!time_left.check()) {
+ 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", 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("DISTROS", screen->h, 0, 1);
- gold_text->draw(str, 608, 0, 1);
-
- white_text->draw("LIVES", screen->h, 20, 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);
- if(show_fps)
+ white_text->draw("LIVES", screen->w - white_text->w*9, 20);
+ if (player_status.lives >= 5)
{
- sprintf(str, "%2.1f", fps_fps);
- white_text->draw("FPS", screen->h, 40, 1);
- gold_text->draw(str, screen->h + 60, 40, 1);
+ sprintf(str, "%dx", player_status.lives);
+ gold_text->draw_align(str, screen->w - gold_text->w, 20, A_RIGHT, A_TOP);
+ tux_life->draw(screen->w - gold_text->w, 20);
}
-
- for(int i= 0; i < player_status.lives; ++i)
+ else
{
- tux_life->draw(565+(18*i),20);
+ for(int i= 0; i < player_status.lives; ++i)
+ tux_life->draw(screen->w - tux_life->w*4 +(tux_life->w*i), 20);
}
-}
-void
-GameSession::drawendscreen()
-{
- char str[80];
-
- clearscreen(0, 0, 0);
-
- 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);
+ if(show_fps)
+ {
+ sprintf(str, "%2.1f", fps_fps);
+ 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
{
char str[80];
- clearscreen(0, 0, 0);
+ get_level()->draw_bg();
blue_text->drawf("Result:", 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, "DISTROS: %d", player_status.distros);
+ sprintf(str, "COINS: %d", player_status.distros);
gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
flipscreen();
{
char tmp[1024];
char slotfile[1024];
+ std::string title;
sprintf(slotfile,"%s/slot%d.stsg",st_save_dir,slot);
+ lisp_object_t* savegame = lisp_read_from_file(slotfile);
+ if (savegame)
+ {
+ LispReader reader(lisp_cdr(savegame));
+ reader.read_string("title", &title);
+ lisp_free(savegame);
+ }
+
if (access(slotfile, F_OK) == 0)
- sprintf(tmp,"Slot %d - Savegame",slot);
+ {
+ if (!title.empty())
+ snprintf(tmp,1024,"Slot %d - %s",slot, title.c_str());
+ else
+ snprintf(tmp, 1024,"Slot %d - Savegame",slot);
+ }
else
sprintf(tmp,"Slot %d - Free",slot);