When pressing a player's key and then press Esc, the player will still be going in...
[supertux.git] / src / gameloop.cpp
index a44cd8e..78b4a88 100644 (file)
@@ -188,6 +188,7 @@ GameSession::on_escape_press()
   else if (!Menu::current())
     {
       Menu::set_current(game_menu);
+      st_pause_ticks_start();
     }
 }
 
@@ -217,7 +218,8 @@ GameSession::process_events()
           if (Menu::current())
             {
               Menu::current()->event(event);
-              st_pause_ticks_start();
+             if(!Menu::current())
+             st_pause_ticks_stop();
             }
 
           switch(event.type)
@@ -259,7 +261,18 @@ GameSession::process_events()
           if (Menu::current())
             {
               Menu::current()->event(event);
-              st_pause_ticks_start();
+             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);
             }
           else
             {
@@ -424,6 +437,7 @@ GameSession::check_end_conditions()
       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())
     {
@@ -440,11 +454,11 @@ GameSession::check_end_conditions()
       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;
-      player_status.lives -= 1;             
 
       if (player_status.lives < 0)
         { // No more lives!?
@@ -546,7 +560,6 @@ GameSession::run()
 
   draw();
 
-  float overlap = 0.0f;
   while (exit_status == NONE)
     {
       /* Calculate the movement-factor */
@@ -569,19 +582,12 @@ GameSession::run()
       // 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
-              check_end_conditions();
-              if (end_sequence == ENDSEQUENCE_RUNNING)
-                action(.5f);
-              else if(end_sequence == NO_ENDSEQUENCE)
-                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
         {