drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
sprintf(str, "%s", world->get_level()->name.c_str());
- gold_text->drawf(str, 0, 200, A_HMIDDLE, A_TOP, 1);
+ gold_text->drawf(str, 0, 220, A_HMIDDLE, A_TOP, 1);
sprintf(str, "TUX x %d", player_status.lives);
- white_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
+ white_text->drawf(str, 0, 240, A_HMIDDLE, A_TOP, 1);
sprintf(str, "by %s", world->get_level()->author.c_str());
- white_small_text->drawf(str, 0, 360, A_HMIDDLE, A_TOP, 1);
+ white_small_text->drawf(str, 0, 400, A_HMIDDLE, A_TOP, 1);
flipscreen();
void
GameSession::on_escape_press()
{
- if(world->get_tux()->dying)
+ 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
{