#include "statistics.h"
#include "timer.h"
#include "object/fireworks.h"
+#include "textscroller.h"
GameSession* GameSession::current_ = 0;
context = new DrawingContext();
- last_swap_point = Vector(-1, -1);
- last_swap_stats.reset();
-
restart_level();
}
last_keys.clear();
-#if 0
- Vector tux_pos = Vector(-1,-1);
- if (currentsector)
- {
- // Tux has lost a life, so we try to respawn him at the nearest reset point
- tux_pos = currentsector->player->base;
- }
-#endif
-
delete level;
currentsector = 0;
global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit);
- currentsector = level->get_sector("main");
- if(!currentsector)
- Termination::abort("Level has no main sector.", "");
- currentsector->activate("main");
-
-#if 0
- // Set Tux to the nearest reset point
- if(tux_pos.x != -1)
- {
- tux_pos = currentsector->get_best_spawn_point(tux_pos);
-
- if(last_swap_point.x > tux_pos.x)
- tux_pos = last_swap_point;
- else // new swap point
- {
- last_swap_point = tux_pos;
-
- last_swap_stats += global_stats;
- }
-
- 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));
- }
-#endif
-
- if (st_gl_mode != ST_GL_DEMO_GAME)
- {
- if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
- levelintro();
+ if(reset_sector != "") {
+ currentsector = level->get_sector(reset_sector);
+ if(!currentsector) {
+ std::stringstream msg;
+ msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
+ throw std::runtime_error(msg.str());
}
+ currentsector->activate(reset_pos);
+ } else {
+ currentsector = level->get_sector("main");
+ if(!currentsector)
+ throw std::runtime_error("Couldn't find main sector");
+ currentsector->activate("main");
+ }
+
+ if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
+ levelintro();
start_timers();
currentsector->play_music(LEVEL_MUSIC);
}
void
-GameSession::levelintro(void)
+GameSession::levelintro()
{
SoundManager::get()->halt_music();
}
}
-// context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
+// context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
// CENTER_ALLIGN, LAYER_FOREGROUND1);
context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
LAYER_FOREGROUND1);
sprintf(str, "TUX x %d", player_status.lives);
- context.draw_text(white_text, str, Vector(screen->w/2, 210),
+ context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
CENTER_ALLIGN, LAYER_FOREGROUND1);
if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
//TODO make author check case/blank-insensitive
context.draw_text(white_small_text,
std::string(_("contributed by ")) + level->get_author(),
- Vector(screen->w/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
+ Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
if(best_level_statistics != NULL)
snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f",
tux.get_pos().x, tux.get_pos().y);
context->draw_text(white_text, buf,
- Vector(0, screen->h - white_text->get_height()),
+ Vector(0, SCREEN_HEIGHT - white_text->get_height()),
LEFT_ALLIGN, LAYER_FOREGROUND1);
context->do_drawing();
SDL_Delay(1000);
}
}
- /* Check if chacrater is ASCII */
- char ch[2];
- if((event.key.keysym.unicode & 0xFF80) == 0)
- {
- ch[0] = event.key.keysym.unicode & 0x7F;
- ch[1] = '\0';
- }
+ /* Check if chacrater is ASCII */
+ char ch[2];
+ if((event.key.keysym.unicode & 0xFF80) == 0)
+ {
+ ch[0] = event.key.keysym.unicode & 0x7F;
+ ch[1] = '\0';
+ }
last_keys.append(ch); // add to cheat keys
handle_cheats();
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);
+ tux.set_bonus(GROWUP_BONUS, false);
last_keys.clear();
}
if(compare_last(last_keys, "fire")) {
- tux.grow(false);
- tux.got_power = tux.FIRE_POWER;
+ tux.set_bonus(FIRE_BONUS, false);
last_keys.clear();
}
if(compare_last(last_keys, "ice")) {
- tux.grow(false);
- tux.got_power = tux.ICE_POWER;
+ tux.set_bonus(ICE_BONUS, false);
last_keys.clear();
}
if(compare_last(last_keys, "lifeup")) {
if(compare_last(last_keys, "gotoend")) {
// goes to the end of the level
tux.move(Vector(
- (currentsector->solids->get_width()*32) - (screen->w*2), 0));
+ (currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0));
currentsector->camera->reset(
Vector(tux.get_pos().x, tux.get_pos().y));
last_keys.clear();
/* End of level? */
if(end_sequence && endsequence_timer.check()) {
- exit_status = ES_LEVEL_FINISHED;
- global_stats += last_swap_stats; // add swap points stats
- return;
+ exit_status = ES_LEVEL_FINISHED;
+ return;
} else if (!end_sequence && tux->is_dead()) {
- player_status.bonus = PlayerStatus::NO_BONUS;
-
if (player_status.lives < 0) { // No more lives!?
exit_status = ES_GAME_OVER;
} else { // Still has lives, so reset Tux to the levelstart
GameSession::action(float elapsed_time)
{
// advance timers
- if (exit_status == ES_NONE && !currentsector->player->growing_timer.check())
- {
- // Update Tux and the World
- currentsector->action(elapsed_time);
- }
+ if(!currentsector->player->growing_timer.started()) {
+ // Update Tux and the World
+ currentsector->action(elapsed_time);
+ }
// respawning in new sector?
if(newsector != "" && newspawnpoint != "") {
Sector* sector = level->get_sector(newsector);
+ if(sector == 0) {
+ std::cerr << "Sector '" << newsector << "' not found.\n";
+ }
+ sector->activate(newspawnpoint);
+ sector->play_music(LEVEL_MUSIC);
currentsector = sector;
- currentsector->activate(newspawnpoint);
- currentsector->play_music(LEVEL_MUSIC);
- newsector = newspawnpoint = "";
+ newsector = "";
+ newspawnpoint = "";
}
}
drawstatus(*context);
if(game_pause)
- {
- int x = screen->h / 20;
- for(int i = 0; i < x; ++i)
- {
- 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);
- }
- 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(blue_text, _("PAUSE - Press 'P' To Play"),
- Vector(screen->w/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
-
- char str1[60];
- char str2[124];
- sprintf(str1, _("Playing: "));
- sprintf(str2, level->name.c_str());
-
- context->draw_text(blue_text, str1,
- Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
- 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),
- LEFT_ALLIGN, LAYER_FOREGROUND1+2);
- }
+ draw_pause();
- if(Menu::current())
- {
- Menu::current()->draw(*context);
- mouse_cursor->draw(*context);
- }
+ if(Menu::current()) {
+ Menu::current()->draw(*context);
+ mouse_cursor->draw(*context);
+ }
context->do_drawing();
}
void
+GameSession::draw_pause()
+{
+ int x = SCREEN_HEIGHT / 20;
+ for(int i = 0; i < x; ++i) {
+ context->draw_filled_rect(
+ Vector(i % 2 ? (pause_menu_frame * i)%SCREEN_WIDTH :
+ -((pause_menu_frame * i)%SCREEN_WIDTH)
+ ,(i*20+pause_menu_frame)%SCREEN_HEIGHT),
+ Vector(SCREEN_WIDTH,10),
+ Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
+ }
+ context->draw_filled_rect(
+ Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
+ Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
+ context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
+ Vector(SCREEN_WIDTH/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
+
+ const char* str1 = _("Playing: ");
+ const char* str2 = level->get_name().c_str();
+
+ context->draw_text(blue_text, str1,
+ Vector((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
+ LEFT_ALLIGN, LAYER_FOREGROUND1+2);
+ context->draw_text(white_text, str2,
+ Vector(((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
+ LEFT_ALLIGN, LAYER_FOREGROUND1+2);
+}
+
+void
GameSession::process_menu()
{
Menu* menu = Menu::current();
}
void
+GameSession::set_reset_point(const std::string& sector, const Vector& pos)
+{
+ reset_sector = sector;
+ reset_pos = pos;
+}
+
+void
+GameSession::display_info_box(const std::string& text)
+{
+ InfoBox* box = new InfoBox(text);
+
+ bool running = true;
+ while(running) {
+ SDL_Event event;
+ while (SDL_PollEvent(&event)) {
+ switch(event.type) {
+ case SDL_KEYDOWN:
+ running = false;
+ break;
+ }
+ }
+
+ box->draw(*context);
+ draw();
+ }
+
+ delete box;
+}
+
+void
GameSession::start_sequence(const std::string& sequencename)
{
if(sequencename == "endsequence" || sequencename == "fireworks") {
}
if(time_left.get_timeleft() < 0) {
- context.draw_text(white_text, _("TIME's UP"), Vector(screen->w/2, 0),
+ context.draw_text(white_text, _("TIME's UP"), Vector(SCREEN_WIDTH/2, 0),
CENTER_ALLIGN, LAYER_FOREGROUND1);
} else if (time_left.get_timeleft() > TIME_WARNING
|| int(global_time * 2.5) % 2) {
sprintf(str, " %d", int(time_left.get_timeleft()));
context.draw_text(white_text, _("TIME"),
- Vector(screen->w/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
+ Vector(SCREEN_WIDTH/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
context.draw_text(gold_text, str,
- Vector(screen->w/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
+ Vector(SCREEN_WIDTH/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),
+ Vector(SCREEN_WIDTH - white_text->get_text_width(_("COINS"))-white_text->get_text_width(" 99"), 0),
LEFT_ALLIGN, LAYER_FOREGROUND1);
context.draw_text(gold_text, str,
- Vector(screen->w - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1);
+ Vector(SCREEN_WIDTH - 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;
+ float x = SCREEN_WIDTH - gold_text->get_text_width(str) - tux_life->w;
context.draw_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
- context.draw_surface(tux_life, Vector(screen->w - 16, 20),
+ context.draw_surface(tux_life, Vector(SCREEN_WIDTH - 16, 20),
LAYER_FOREGROUND1);
}
else
{
for(int i= 0; i < player_status.lives; ++i)
context.draw_surface(tux_life,
- Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20),
+ Vector(SCREEN_WIDTH - tux_life->w*4 +(tux_life->w*i), 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),
+ Vector(SCREEN_WIDTH - white_text->get_text_width(_("LIVES")) - white_text->get_text_width(" 99"), 20),
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),
+ Vector(SCREEN_WIDTH - white_text->get_text_width("FPS "), 40),
LEFT_ALLIGN, LAYER_FOREGROUND1);
context.draw_text(gold_text, str,
- Vector(screen->w-4*16, 40), LEFT_ALLIGN, LAYER_FOREGROUND1);
+ Vector(SCREEN_WIDTH-4*16, 40), LEFT_ALLIGN, LAYER_FOREGROUND1);
}
}
}
}
- context.draw_text(blue_text, _("Result:"), Vector(screen->w/2, 200),
+ context.draw_text(blue_text, _("Result:"), Vector(SCREEN_WIDTH/2, 200),
CENTER_ALLIGN, 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);
+ context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
sprintf(str, _("COINS: %d"), player_status.distros);
- context.draw_text(gold_text, str, Vector(screen->w/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
+ context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
context.do_drawing();
fadeout(256);
DrawingContext context;
context.draw_text(white_text, "Loading...",
- Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
+ Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
context.do_drawing();
WorldMapNS::WorldMap worldmap;