reverted totally pointless commit of rmcruz. size does NOT contain the current power...
[supertux.git] / src / gameloop.cpp
index 807b3e2..cb670d5 100644 (file)
@@ -151,13 +151,13 @@ GameSession::levelintro(void)
     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();
@@ -178,7 +178,7 @@ GameSession::start_timers()
 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;
@@ -189,6 +189,16 @@ GameSession::on_escape_press()
     }
   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();
     }
@@ -263,18 +273,8 @@ GameSession::process_events()
           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
             {