#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"
#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()->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);
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
void
GameSession::action(double frame_ratio)
{
- if (exit_status == ES_NONE)
+ if (exit_status == ES_NONE && !world->get_tux()->growing_timer.check())
{
// Update Tux and the World
world->action(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
/* 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
{
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);