#include "tile.h"
#include "particlesystem.h"
#include "resources.h"
+#include "background.h"
#include "music_manager.h"
GameSession* GameSession::current_ = 0;
global_frame_counter = 0;
game_pause = false;
+ fps_fps = 0;
fps_timer.init(true);
frame_timer.init(true);
music_manager->halt_music();
char str[60];
-
- if (get_level()->img_bkgd)
- get_level()->draw_bg();
- else
- drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
+
+ Camera dummy;
+ world->background->draw(dummy, LAYER_BACKGROUND0);
sprintf(str, "%s", world->get_level()->name.c_str());
gold_text->drawf(str, 0, 220, A_HMIDDLE, A_TOP, 1);
/* Bounce a brick: */
void bumpbrick(float x, float y)
{
- World::current()->add_bouncy_brick(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
+ World::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
+ (int)(y / 32) * 32));
play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
}
{
char str[60];
- sprintf(str, "%d", player_status.score);
+ snprintf(str, 60, "%d", player_status.score);
white_text->draw("SCORE", 0, 0, 1);
gold_text->draw(str, 96, 0, 1);
{
char str[80];
- if (get_level()->img_bkgd)
- get_level()->draw_bg();
- else
- drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
+ Camera dummy;
+ world->background->draw(dummy, LAYER_BACKGROUND0);
blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1);