#include "intro.h"
#include "misc.h"
#include "camera.h"
+#include "statistics.h"
GameSession* GameSession::current_ = 0;
return false;
}
-GameSession::GameSession(const std::string& levelname_, int mode, bool flip_level_)
+GameSession::GameSession(const std::string& levelname_, int mode, bool flip_level_, Statistics* statistics)
: level(0), currentsector(0), st_gl_mode(mode),
- end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_)
+ end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_),
+ best_level_statistics(statistics)
{
current_ = this;
game_pause = false;
fps_fps = 0;
- fps_timer.init(true);
+ fps_timer.init(true);
frame_timer.init(true);
+ random_timer.init(true);
frame_rate.set_fps(100);
context = new DrawingContext();
fps_timer.init(true);
frame_timer.init(true);
+ random_timer.init(true);
last_keys.clear();
levelintro();
}
+ global_stats.reset();
+
time_left.init(true);
start_timers();
currentsector->play_music(LEVEL_MUSIC);
if(level->get_author().size())
context.draw_text_center(white_small_text,
std::string(_("by ")) + level->get_author(),
- Vector(0, 400), LAYER_FOREGROUND1);
+ Vector(0, 360), LAYER_FOREGROUND1);
if(flip_level)
_("Level Vertically Flipped!"),
Vector(0, 310), LAYER_FOREGROUND1);
+ if(best_level_statistics != NULL)
+ best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
+
context.do_drawing();
SDL_Event event;
{
player_status.lives++;
last_keys.clear();
+ // "lifeup" activates pause cause of the 'p'
+ // so work around to ignore it
+ if(game_pause)
+ {
+ game_pause = false;
+ Ticks::pause_stop();
+ }
+ else
+ {
+ game_pause = true;
+ Ticks::pause_start();
+ }
}
if(compare_last(last_keys, "lifedown"))
{
tux.invincible_timer.start(time_left.get_left());
last_keys.clear();
}
-
+ if(compare_last(last_keys, "shrink"))
+ { // remove powerups
+ tux.kill(tux.SHRINK);
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "kill"))
+ { // kill Tux
+ tux.kill(tux.KILL);
+ last_keys.clear();
+ }
break;
case SDL_JOYAXISMOTION:
else if(!end_sequence && endtile && endtile->data == 0)
{
end_sequence = ENDSEQUENCE_RUNNING;
+ random_timer.start(200); // start 1st firework
last_x_pos = -1;
SoundManager::get()->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.)
+
+ // add left time to stats
+ global_stats.set_points(TIME_NEEDED_STAT, time_left.get_gone() / 1000);
}
else if (!end_sequence && tux->is_dead())
{
currentsector->play_music(LEVEL_MUSIC);
newsector = newspawnpoint = "";
}
+
+ // on end sequence make a few fireworks
+ if(end_sequence == ENDSEQUENCE_RUNNING && !random_timer.check())
+ {
+ Vector epicenter = currentsector->camera->get_translation();
+ epicenter.x += screen->w * ((float)rand() / RAND_MAX);
+ epicenter.y += (screen->h/2) * ((float)rand() / RAND_MAX);
+
+ int red = rand() % 255; // calculate firework color
+ int green = rand() % red;
+ currentsector->add_particles(epicenter, Vector(1.4,1.4), Vector(0,0),
+ 45, Color(red,green,0), 3, 1300);
+
+ SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
+ random_timer.start(rand() % 400 + 600); // next firework
+ }
}
void
{
char str[60];
- snprintf(str, 60, " %d", player_status.score);
+ snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
context.draw_text(white_text, _("SCORE"), Vector(0, 0), LAYER_FOREGROUND1);
context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1);
context.draw_text_center(blue_text, _("Result:"), Vector(0, 200),
LAYER_FOREGROUND1);
- sprintf(str, _("SCORE: %d"), player_status.score);
+ sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1);
sprintf(str, _("COINS: %d"), player_status.distros);