GameSession* GameSession::current_ = 0;
GameSession::GameSession(const std::string& subset_, int levelnb_, int mode)
- : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequence(false),
+ : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequence(NO_ENDSEQUENCE),
subset(subset_)
{
current_ = this;
GameSession::restart_level()
{
game_pause = false;
- exit_status = NONE;
- end_sequence = false;
+ exit_status = ES_NONE;
+ end_sequence = NO_ENDSEQUENCE;
fps_timer.init(true);
frame_timer.init(true);
char str[60];
- if (get_level()->img_bkgd)
- get_level()->img_bkgd->draw(0, 0);
- else
- drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
+ 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, 360, A_HMIDDLE, A_TOP, 1);
+ white_small_text->drawf(str, 0, 400, A_HMIDDLE, A_TOP, 1);
flipscreen();
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;
if(st_gl_mode == ST_GL_TEST)
{
- exit_status = LEVEL_ABORT;
+ 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)
+ if (end_sequence != NO_ENDSEQUENCE)
{
Player& tux = *world->get_tux();
-
+
+ tux.input.fire = UP;
tux.input.left = UP;
- tux.input.right = DOWN;
+ tux.input.right = DOWN;
tux.input.down = UP;
if (int(last_x_pos) == int(tux.base.x))
if (Menu::current())
{
Menu::current()->event(event);
- st_pause_ticks_start();
+ if(!Menu::current())
+ st_pause_ticks_stop();
}
switch(event.type)
}
}
}
- else
+ else // normal mode
{
if(!Menu::current() && !game_pause)
st_pause_ticks_stop();
if (Menu::current())
{
Menu::current()->event(event);
- st_pause_ticks_start();
+ if(!Menu::current())
+ st_pause_ticks_stop();
}
else
{
break;
case SDLK_DELETE:
if(debug_mode)
- tux.got_coffee = 1;
+ 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)
Player* tux = world->get_tux();
/* End of level? */
- int endpos = (World::current()->get_level()->width-10) * 32;
+ int endpos = (World::current()->get_level()->width-5) * 32;
Tile* endtile = collision_goal(tux->base);
- printf("EndTile: %p.\n", endtile);
+
// fallback in case the other endpositions don't trigger
- if (tux->base.x >= endpos || (endtile && endtile->data >= 1)
- || (end_sequence && !endsequence_timer.check()))
+ 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())
{
- exit_status = LEVEL_FINISHED;
+ 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 = true;
+ end_sequence = ENDSEQUENCE_RUNNING;
last_x_pos = -1;
- music_manager->halt_music();
- endsequence_timer.start(5000); // 5 seconds until we finish the map
+ 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.lives -= 1;
+ player_status.bonus = PlayerStatus::NO_BONUS;
if (player_status.lives < 0)
{ // No more lives!?
- if(st_gl_mode != ST_GL_TEST)
- drawendscreen();
-
- exit_status = GAME_OVER;
+ exit_status = ES_GAME_OVER;
}
else
{ // Still has lives, so reset Tux to the levelstart
void
GameSession::action(double frame_ratio)
{
- check_end_conditions();
-
- if (exit_status == NONE)
+ if (exit_status == ES_NONE)
{
// Update Tux and the World
world->action(frame_ratio);
break;
case MNID_ABORTLEVEL:
st_pause_ticks_stop();
- exit_status = LEVEL_ABORT;
+ exit_status = ES_LEVEL_ABORT;
break;
}
}
update_time = last_update_time = st_get_ticks();
- /* Clear screen: */
-// clearscreen(0, 0, 0);
-// updatescreen();
-
// Eat unneeded events
SDL_Event event;
while (SDL_PollEvent(&event)) {}
draw();
- float overlap = 0.0f;
- 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);
// determistic and not different on different machines
if(!game_pause && !Menu::current())
{
- frame_ratio *= game_speed;
- frame_ratio += overlap;
- while (frame_ratio > 0)
- {
- // Update the world
- if (end_sequence)
- action(.5f);
- else
- action(1.0f);
- frame_ratio -= 1.0f;
- }
- overlap = frame_ratio;
+ // 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
{
}
/* Handle time: */
- if (!time_left.check() && world->get_tux()->dying == DYING_NOT)
+ 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())
+ if(world->get_tux()->invincible_timer.check() && !end_sequence)
{
- if(world->get_music_type() != HERRING_MUSIC)
- world->play_music(HERRING_MUSIC);
+ world->play_music(HERRING_MUSIC);
}
/* are we low on time ? */
- else if (time_left.get_left() < TIME_WARNING
- && (world->get_music_type() == LEVEL_MUSIC))
+ 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)
+ else if(world->get_music_type() != LEVEL_MUSIC && !end_sequence)
{
world->play_music(LEVEL_MUSIC);
}
/* 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("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("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(str, 585, 20);
- 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()->img_bkgd->draw(0, 0);
- 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];
- if (get_level()->img_bkgd)
- get_level()->img_bkgd->draw(0, 0);
- else
- drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
+ get_level()->draw_bg();
blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1);