- fixed warnings
[supertux.git] / src / gameloop.cpp
index 4d3c792..d05379f 100644 (file)
@@ -248,11 +248,12 @@ GameSession::on_escape_press()
         it could have nasty bugs, like going allways to the right
         or whatever that key does */
       Player& tux = *(currentsector->player);
-      tux.key_event((SDLKey)keymap.jump, UP);
-      tux.key_event((SDLKey)keymap.duck, UP);
+      tux.key_event((SDLKey)keymap.up, UP);
+      tux.key_event((SDLKey)keymap.down, UP);
       tux.key_event((SDLKey)keymap.left, UP);
       tux.key_event((SDLKey)keymap.right, UP);
-      tux.key_event((SDLKey)keymap.fire, UP);
+      tux.key_event((SDLKey)keymap.jump, UP);
+      tux.key_event((SDLKey)keymap.power, UP);
 
       Menu::set_current(game_menu);
       Ticks::pause_start();
@@ -476,6 +477,22 @@ GameSession::process_events()
                           currentsector->camera->reset(Vector(tux.base.x, tux.base.y));
                           last_keys.clear();
                           }
+                        // temporary to help player's choosing a flapping
+                        if(compare_last(last_keys, "marek"))
+                          {
+                          tux.flapping_mode = Player::MAREK_FLAP;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "ricardo"))
+                          {
+                          tux.flapping_mode = Player::RICARDO_FLAP;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "ryan"))
+                          {
+                          tux.flapping_mode = Player::RYAN_FLAP;
+                          last_keys.clear();
+                          }
                   break;
 
                 case SDL_JOYAXISMOTION:
@@ -500,11 +517,20 @@ GameSession::process_events()
                   else if (event.jaxis.axis == joystick_keymap.y_axis)
                     {
                       if (event.jaxis.value > joystick_keymap.dead_zone)
-                        tux.input.down = DOWN;
-                      else if (event.jaxis.value < -joystick_keymap.dead_zone)
+                        {
+                        tux.input.up = DOWN;
                         tux.input.down = UP;
+                        }
+                      else if (event.jaxis.value < -joystick_keymap.dead_zone)
+                        {
+                        tux.input.up = UP;
+                        tux.input.down = DOWN;
+                        }
                       else
-                        tux.input.down = UP;
+                        {
+                        tux.input.up = DOWN;
+                        tux.input.down = DOWN;
+                        }
                     }
                   break;
 
@@ -531,7 +557,7 @@ GameSession::process_events()
             
                 case SDL_JOYBUTTONDOWN:
                   if (event.jbutton.button == joystick_keymap.a_button)
-                    tux.input.up = DOWN;
+                    tux.input.jump = DOWN;
                   else if (event.jbutton.button == joystick_keymap.b_button)
                     tux.input.fire = DOWN;
                   else if (event.jbutton.button == joystick_keymap.start_button)
@@ -539,7 +565,7 @@ GameSession::process_events()
                   break;
                 case SDL_JOYBUTTONUP:
                   if (event.jbutton.button == joystick_keymap.a_button)
-                    tux.input.up = UP;
+                    tux.input.jump = UP;
                   else if (event.jbutton.button == joystick_keymap.b_button)
                     tux.input.fire = UP;
                   break;
@@ -628,8 +654,9 @@ GameSession::action(double frame_ratio)
 
     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);
+    currentsector->add_particles(epicenter, 0, 360, Vector(1.4,1.4),
+                   Vector(0,0), 45, Color(red,green,0), 3, 1300,
+                   LAYER_FOREGROUND1+1);
 
     SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
     random_timer.start(rand() % 400 + 600);  // next firework
@@ -960,12 +987,11 @@ bool process_load_game_menu()
 
       if (access(slotfile.c_str(), F_OK) != 0)
         {
+          shrink_fade(Vector(screen->w/2,screen->h/2), 600);
           draw_intro();
         }
 
-      // shrink_fade(Point((screen->w/2),(screen->h/2)), 1000);
       fadeout(256);
-
       DrawingContext context;
       context.draw_text(white_text, "Loading...",
                         Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);