#include "intro.h"
#include "misc.h"
#include "camera.h"
+#include "statistics.h"
GameSession* GameSession::current_ = 0;
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);
{
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"))
{
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
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);