#include "tile.h"
#include "particlesystem.h"
#include "resources.h"
+#include "background.h"
#include "music_manager.h"
GameSession* GameSession::current_ = 0;
global_frame_counter = 0;
game_pause = false;
+ fps_fps = 0;
fps_timer.init(true);
frame_timer.init(true);
music_manager->halt_music();
char str[60];
-
- if (get_level()->img_bkgd)
- get_level()->draw_bg();
- else
- drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
+
+ ViewPort dummy;
+ world->background->draw(dummy, LAYER_BACKGROUND0);
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;
}
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();
}
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
{
if (player_status.lives < 0)
{ // No more lives!?
- if(st_gl_mode != ST_GL_TEST)
- drawendscreen();
-
exit_status = ES_GAME_OVER;
}
else
/* 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);
}
{
char str[60];
- sprintf(str, "%d", player_status.score);
+ snprintf(str, 60, "%d", player_status.score);
white_text->draw("SCORE", 0, 0, 1);
gold_text->draw(str, 96, 0, 1);
}
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, screen->w - gold_text->w*2, 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()->draw_bg();
- else
- drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
+ ViewPort dummy;
+ world->background->draw(dummy, LAYER_BACKGROUND0);
blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1);