#include "worldmap.h"
#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();
-#if 0
- float old_x_pos = -1;
- if (world)
+ Vector tux_pos = Vector(-1,-1);
+ if (currentsector)
{ // Tux has lost a life, so we try to respawn him at the nearest reset point
- old_x_pos = world->get_tux()->base.x;
+ tux_pos = currentsector->player->base;
}
-#endif
delete level;
currentsector = 0;
level->load(levelname);
if(flip_level)
level->do_vertical_flip();
+
+ global_stats.reset();
+ global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
+ global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
+ global_stats.set_total_points(TIME_NEEDED_STAT, level->time_left);
+
currentsector = level->get_sector("main");
if(!currentsector)
Termination::abort("Level has no main sector.", "");
currentsector->activate("main");
-#if 0 // TODO
// Set Tux to the nearest reset point
- if (old_x_pos != -1)
+ if(tux_pos.x != -1)
{
- ResetPoint best_reset_point = { -1, -1 };
- for(std::vector<ResetPoint>::iterator i = get_level()->reset_points.begin();
- i != get_level()->reset_points.end(); ++i)
- {
- if (i->x < old_x_pos && best_reset_point.x < i->x)
- best_reset_point = *i;
- }
-
- if (best_reset_point.x != -1)
- {
- world->get_tux()->base.x = best_reset_point.x;
- world->get_tux()->base.y = best_reset_point.y;
- }
- }
-#endif
+ tux_pos = currentsector->get_best_spawn_point(tux_pos);
+ currentsector->player->base.x = tux_pos.x;
+ currentsector->player->base.y = tux_pos.y;
+ // has to reset camera on swapping
+ currentsector->camera->reset(Vector(currentsector->player->base.x,
+ currentsector->player->base.y));
+ }
+
if (st_gl_mode != ST_GL_DEMO_GAME)
{
if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
DrawingContext context;
currentsector->background->draw(context);
- context.draw_text_center(gold_text, level->get_name(), Vector(0, 220),
- LAYER_FOREGROUND1);
+ context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
+ CENTER_ALLIGN, LAYER_FOREGROUND1);
sprintf(str, "TUX x %d", player_status.lives);
- context.draw_text_center(white_text, str, Vector(0, 240),
- LAYER_FOREGROUND1);
+ context.draw_text(white_text, str, Vector(screen->w/2, 210),
+ CENTER_ALLIGN, LAYER_FOREGROUND1);
if(level->get_author().size())
- context.draw_text_center(white_small_text,
+ context.draw_text(white_small_text,
std::string(_("by ")) + level->get_author(),
- Vector(0, 400), LAYER_FOREGROUND1);
+ Vector(screen->w/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
if(flip_level)
- context.draw_text_center(white_text,
+ context.draw_text(white_text,
_("Level Vertically Flipped!"),
- Vector(0, 310), LAYER_FOREGROUND1);
+ Vector(screen->w/2, 310), CENTER_ALLIGN, LAYER_FOREGROUND1);
+
+ if(best_level_statistics != NULL)
+ best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
context.do_drawing();
tux.base.x, tux.base.y);
context->draw_text(white_text, buf,
Vector(0, screen->h - white_text->get_height()),
- LAYER_FOREGROUND1);
+ LEFT_ALLIGN, LAYER_FOREGROUND1);
context->do_drawing();
SDL_Delay(1000);
}
case SDLK_p:
if(!Menu::current())
{
+ // "lifeup" cheat activates pause cause of the 'p'
+ // so work around to ignore it
+ if(compare_last(last_keys, "lifeu"))
+ break;
+
if(game_pause)
{
game_pause = false;
}
break;
default:
+ break;
+ }
+ }
+
/* Check if chacrater is ASCII */
char ch[2];
if((event.key.keysym.unicode & 0xFF80) == 0)
ch[1] = '\0';
}
last_keys.append(ch); // add to cheat keys
- break;
- }
- }
+
+ // Cheating words (the goal of this is really for debugging,
+ // but could be used for some cheating, nothing wrong with that)
+ if(compare_last(last_keys, "grow"))
+ {
+ tux.grow(false);
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "fire"))
+ {
+ tux.grow(false);
+ tux.got_power = tux.FIRE_POWER;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "ice"))
+ {
+ tux.grow(false);
+ tux.got_power = tux.ICE_POWER;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "lifeup"))
+ {
+ player_status.lives++;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "lifedown"))
+ {
+ player_status.lives--;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "invincible"))
+ { // be invincle for the rest of the level
+ 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, but without losing a life
+ player_status.lives++;
+ tux.kill(tux.KILL);
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "hover"))
+ { // toggle hover ability on/off
+ tux.enable_hover = !tux.enable_hover;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "gotoend"))
+ { // goes to the end of the level
+ tux.base.x = (currentsector->solids->get_width()*32) - (screen->w*2);
+ tux.base.y = 0;
+ currentsector->camera->reset(Vector(tux.base.x, tux.base.y));
+ last_keys.clear();
+ }
break;
case SDL_JOYAXISMOTION:
}
} /* while */
}
-
-// Cheating words (the goal of this is really for debugging, but could
-// be used for some cheating)
-// TODO: this could be implmented in a more elegant and faster way
-if(!last_keys.empty())
- {
- Player &tux = *currentsector->player;
- if(compare_last(last_keys, "grow"))
- {
- tux.grow(false);
- last_keys.clear();
- }
- if(compare_last(last_keys, "fire"))
- {
- tux.grow(false);
- tux.got_power = tux.FIRE_POWER;
- last_keys.clear();
- }
- if(compare_last(last_keys, "ice"))
- {
- tux.grow(false);
- tux.got_power = tux.ICE_POWER;
- last_keys.clear();
- }
- if(compare_last(last_keys, "lifeup"))
- {
- player_status.lives++;
- last_keys.clear();
- }
- if(compare_last(last_keys, "lifedown"))
- {
- player_status.lives--;
- last_keys.clear();
- }
- if(compare_last(last_keys, "invincible"))
- { // be invincle for the rest of the level
- tux.invincible_timer.start(time_left.get_left());
- last_keys.clear();
- }
- }
}
void
else if(!end_sequence && endtile && endtile->data == 0)
{
end_sequence = ENDSEQUENCE_RUNNING;
+ endsequence_timer.start(7000); // 5 seconds until we finish the map
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);
+
+ random_timer.start(200); // start 1st firework
}
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() &&
+ currentsector->end_sequence_animation() == FIREWORKS_ENDSEQ_ANIM)
+ {
+ 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
context->draw_filled_rect(
Vector(0,0), Vector(screen->w, screen->h),
Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
- context->draw_text_center(blue_text, _("PAUSE - Press 'P' To Play"),
- Vector(0, 230), LAYER_FOREGROUND1+2);
+ context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
+ Vector(screen->w/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
char str1[60];
char str2[124];
context->draw_text(blue_text, str1,
Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
- LAYER_FOREGROUND1+2);
+ LEFT_ALLIGN, LAYER_FOREGROUND1+2);
context->draw_text(white_text, str2,
Vector(((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
- LAYER_FOREGROUND1+2);
+ LEFT_ALLIGN, LAYER_FOREGROUND1+2);
}
if(Menu::current())
{
char str[60];
- 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);
+ snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
+ context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
+ context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
if(st_gl_mode == ST_GL_TEST)
{
context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
- LAYER_FOREGROUND1);
+ LEFT_ALLIGN, LAYER_FOREGROUND1);
}
if(!time_left.check()) {
- context.draw_text_center(white_text, _("TIME's UP"), Vector(0, 0),
- LAYER_FOREGROUND1);
+ context.draw_text(white_text, _("TIME's UP"), Vector(screen->w/2, 0),
+ CENTER_ALLIGN, LAYER_FOREGROUND1);
} else if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) {
sprintf(str, " %d", time_left.get_left() / 1000 );
- 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);
+ context.draw_text(white_text, _("TIME"),
+ Vector(screen->w/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
+ context.draw_text(gold_text, str,
+ Vector(screen->w/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
}
sprintf(str, " %d", player_status.distros);
context.draw_text(white_text, _("COINS"),
Vector(screen->w - white_text->get_text_width(_("COINS"))-white_text->get_text_width(" 99"), 0),
- LAYER_FOREGROUND1);
+ LEFT_ALLIGN, LAYER_FOREGROUND1);
context.draw_text(gold_text, str,
- Vector(screen->w - gold_text->get_text_width(" 99"), 0),LAYER_FOREGROUND1);
+ Vector(screen->w - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1);
if (player_status.lives >= 5)
{
sprintf(str, "%dx", player_status.lives);
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_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
context.draw_surface(tux_life, Vector(screen->w - 16, 20),
LAYER_FOREGROUND1);
}
context.draw_text(white_text, _("LIVES"),
Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width(" 99"), 20),
- LAYER_FOREGROUND1);
+ LEFT_ALLIGN, LAYER_FOREGROUND1);
if(show_fps)
{
sprintf(str, "%2.1f", fps_fps);
context.draw_text(white_text, "FPS",
Vector(screen->w - white_text->get_text_width("FPS "), 40),
- LAYER_FOREGROUND1);
+ LEFT_ALLIGN, LAYER_FOREGROUND1);
context.draw_text(gold_text, str,
- Vector(screen->w-4*16, 40), LAYER_FOREGROUND1);
+ Vector(screen->w-4*16, 40), LEFT_ALLIGN, LAYER_FOREGROUND1);
}
}
DrawingContext context;
currentsector->background->draw(context);
- context.draw_text_center(blue_text, _("Result:"), Vector(0, 200),
- LAYER_FOREGROUND1);
+ context.draw_text(blue_text, _("Result:"), Vector(screen->w/2, 200),
+ CENTER_ALLIGN, LAYER_FOREGROUND1);
- sprintf(str, _("SCORE: %d"), player_status.score);
- context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1);
+ sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
+ context.draw_text(gold_text, str, Vector(screen->w/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
sprintf(str, _("COINS: %d"), player_status.distros);
- context.draw_text_center(gold_text, str, Vector(0, 256), LAYER_FOREGROUND1);
+ context.draw_text(gold_text, str, Vector(screen->w/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
context.do_drawing();
fadeout(256);
DrawingContext context;
- context.draw_text_center(white_text, "Loading...",
- Vector(0, screen->h/2), LAYER_FOREGROUND1);
+ context.draw_text(white_text, "Loading...",
+ Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
context.do_drawing();
WorldMapNS::WorldMap worldmap;