fix tiles being 1 pixel off their correct position
[supertux.git] / src / gameloop.cpp
index 6ea6f4a..a39342d 100644 (file)
@@ -39,7 +39,7 @@
 #include "defines.h"
 #include "globals.h"
 #include "gameloop.h"
-#include "screen.h"
+#include "screen/screen.h"
 #include "setup.h"
 #include "high_scores.h"
 #include "menu.h"
@@ -53,6 +53,7 @@
 #include "tile.h"
 #include "particlesystem.h"
 #include "resources.h"
+#include "background.h"
 #include "music_manager.h"
 
 GameSession* GameSession::current_ = 0;
@@ -65,6 +66,7 @@ GameSession::GameSession(const std::string& subset_, int levelnb_, int mode)
   
   global_frame_counter = 0;
   game_pause = false;
+  fps_fps = 0;
 
   fps_timer.init(true);            
   frame_timer.init(true);
@@ -76,7 +78,7 @@ void
 GameSession::restart_level()
 {
   game_pause   = false;
-  exit_status  = NONE;
+  exit_status  = ES_NONE;
   end_sequence = NO_ENDSEQUENCE;
 
   fps_timer.init(true);
@@ -144,23 +146,20 @@ GameSession::levelintro(void)
   music_manager->halt_music();
   
   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);
+
+  DrawingContext context;
+  world->background->draw(context);
 
   sprintf(str, "%s", world->get_level()->name.c_str());
-  gold_text->drawf(str, 0, 200, A_HMIDDLE, A_TOP, 1);
+  context.draw_text_center(gold_text, str, Vector(0, 220), 0);
 
   sprintf(str, "TUX x %d", player_status.lives);
-  white_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
+  context.draw_text_center(white_text, str, Vector(0, 240), 0);
   
   sprintf(str, "by %s", world->get_level()->author.c_str());
-  white_small_text->drawf(str, 0, 360, A_HMIDDLE, A_TOP, 1);
-  
+  context.draw_text_center(white_small_text, str, Vector(0, 400), 0);
 
-  flipscreen();
+  context.do_drawing();
 
   SDL_Event event;
   wait_for_event(event,1000,3000,true);
@@ -178,16 +177,29 @@ GameSession::start_timers()
 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();
     }
 }
 
@@ -217,7 +229,8 @@ 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 +272,8 @@ GameSession::process_events()
           if (Menu::current())
             {
               Menu::current()->event(event);
-              st_pause_ticks_start();
+              if(!Menu::current())
+                st_pause_ticks_stop();
             }
           else
             {
@@ -330,7 +344,11 @@ GameSession::process_events()
                         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)
@@ -428,7 +446,7 @@ GameSession::check_end_conditions()
     }
   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)
@@ -449,10 +467,7 @@ GameSession::check_end_conditions()
 
       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
@@ -466,7 +481,7 @@ GameSession::check_end_conditions()
 void
 GameSession::action(double frame_ratio)
 {
-  if (exit_status == NONE)
+  if (exit_status == ES_NONE && !world->get_tux()->growing_timer.check())
     {
       // Update Tux and the World
       world->action(frame_ratio);
@@ -476,27 +491,37 @@ GameSession::action(double frame_ratio)
 void 
 GameSession::draw()
 {
+  DrawingContext& context = world->context;
+  
   world->draw();
-  drawstatus();
+  drawstatus(context);
 
   if(game_pause)
     {
       int x = screen->h / 20;
       for(int i = 0; i < x; ++i)
         {
-          fillrect(i % 2 ? (pause_menu_frame * i)%screen->w : -((pause_menu_frame * i)%screen->w) ,(i*20+pause_menu_frame)%screen->h,screen->w,10,20,20,20, rand() % 20 + 1);
+          context.draw_filled_rect(
+              Vector(i % 2 ? (pause_menu_frame * i)%screen->w :
+                -((pause_menu_frame * i)%screen->w)
+                ,(i*20+pause_menu_frame)%screen->h),
+              Vector(screen->w,10),
+              Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
         }
-      fillrect(0,0,screen->w,screen->h,rand() % 50, rand() % 50, rand() % 50, 128);
-      blue_text->drawf("PAUSE - Press 'P' To Play", 0, 230, A_HMIDDLE, A_TOP, 1);
+      context.draw_filled_rect(
+          Vector(0,0), Vector(screen->w, screen->h),
+          Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
+      world->context.draw_text_center(blue_text, "PAUSE - Press 'P' To Play",
+          Vector(0, 230), LAYER_FOREGROUND1+2);
     }
 
   if(Menu::current())
     {
-      Menu::current()->draw();
-      mouse_cursor->draw();
+      Menu::current()->draw(context);
+      mouse_cursor->draw(context);
     }
 
-  updatescreen();
+  context.do_drawing();
 }
 
 void
@@ -516,7 +541,7 @@ GameSession::process_menu()
               break;
             case MNID_ABORTLEVEL:
               st_pause_ticks_stop();
-              exit_status = LEVEL_ABORT;
+              exit_status = ES_LEVEL_ABORT;
               break;
             }
         }
@@ -547,7 +572,7 @@ GameSession::run()
 
   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);
@@ -644,82 +669,76 @@ GameSession::run()
 /* 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);
 }
 
 /* (Status): */
 void
-GameSession::drawstatus()
+GameSession::drawstatus(DrawingContext& context)
 {
+  context.push_transform();
+  context.set_translation(Vector(0, 0));
+  
   char str[60];
-
-  sprintf(str, "%d", player_status.score);
-  white_text->draw("SCORE", 0, 0, 1);
-  gold_text->draw(str, 96, 0, 1);
+  
+  snprintf(str, 60, "%d", player_status.score);
+  context.draw_text(white_text, "SCORE", Vector(0, 0), LAYER_FOREGROUND1);
+  context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1);
 
   if(st_gl_mode == ST_GL_TEST)
     {
-      white_text->draw("Press ESC To Return",0,20,1);
+      context.draw_text(white_text, "Press ESC To Return", Vector(0,20),
+          LAYER_FOREGROUND1);
     }
 
   if(!time_left.check()) {
-    white_text->draw("TIME'S UP", 224, 0, 1);
+    context.draw_text_center(white_text, "TIME's UP", Vector(0, 0),
+        LAYER_FOREGROUND1);
   } 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", 224, 0, 1);
-    gold_text->draw(str, 304, 0, 1);
+    context.draw_text_center(white_text, "TIME",
+        Vector(0, 0), LAYER_FOREGROUND1);
+    context.draw_text_center(gold_text, str,
+        Vector(4*16, 0), LAYER_FOREGROUND1);
   }
 
   sprintf(str, "%d", player_status.distros);
-  white_text->draw("COINS", screen->h, 0, 1);
-  gold_text->draw(str, 608, 0, 1);
+  context.draw_text(white_text, "COINS",
+      Vector(screen->w - white_text->w*9, 0), LAYER_FOREGROUND1);
+  context.draw_text(gold_text, str,
+      Vector(screen->w - gold_text->w*2, 0), LAYER_FOREGROUND1);
 
-  white_text->draw("LIVES", 480, 20);
+  context.draw_text(white_text, "LIVES",
+      Vector(screen->w - white_text->w*9, 20), LAYER_FOREGROUND1);
   if (player_status.lives >= 5)
     {
       sprintf(str, "%dx", player_status.lives);
-      gold_text->draw_align(str, 617, 20, A_RIGHT, A_TOP);
-      tux_life->draw(565+(18*3), 20);
+      float x = screen->w - gold_text->get_text_width(str) - tux_life->w;
+      context.draw_text(gold_text, str, Vector(x, 20), LAYER_FOREGROUND1);
+      context.draw_surface(tux_life, Vector(screen->w - 16, 20),
+          LAYER_FOREGROUND1);
     }
   else
     {
       for(int i= 0; i < player_status.lives; ++i)
-        tux_life->draw(565+(18*i),20);
+        context.draw_surface(tux_life, 
+            Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20),
+            LAYER_FOREGROUND1);
     }
 
   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);
+      context.draw_text(white_text, "FPS", 
+          Vector(screen->w - white_text->w*9, 40), LAYER_FOREGROUND1);
+      context.draw_text(gold_text, str,
+          Vector(screen->w-4*16, 40), LAYER_FOREGROUND1);
     }
-}
-
-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);
+  context.pop_transform();
 }
 
 void
@@ -727,20 +746,19 @@ 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);
+  DrawingContext context;
+  world->background->draw(context);  
 
-  blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1);
+  context.draw_text_center(blue_text, "Result:", Vector(0, 200),
+      LAYER_FOREGROUND1);
 
   sprintf(str, "SCORE: %d", player_status.score);
-  gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
+  context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1);
 
   sprintf(str, "COINS: %d", player_status.distros);
-  gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
+  context.draw_text_center(gold_text, str, Vector(0, 256), LAYER_FOREGROUND1);
 
-  flipscreen();
+  context.do_drawing();
   
   SDL_Event event;
   wait_for_event(event,2000,5000,true);