}
}
-
void
GameSession::check_end_conditions()
{
Player* tux = world->get_tux();
/* End of level? */
- if (tux->base.x >= World::current()->get_level()->endpos + 32 * (get_level()->use_endsequence ? 22 : 10))
+ int endpos = (World::current()->get_level()->width-10) * 32;
+ Tile* endtile = collision_goal(tux->base);
+ printf("EndTile: %p.\n", endtile);
+ // fallback in case the other endpositions don't trigger
+ if (tux->base.x >= endpos || (endtile && endtile->data >= 1)
+ || (end_sequence && !endsequence_timer.check()))
{
exit_status = LEVEL_FINISHED;
+ return;
}
- else if (tux->base.x >= World::current()->get_level()->endpos && !end_sequence)
+ else if(!end_sequence && endtile && endtile->data == 0)
{
end_sequence = true;
last_x_pos = -1;
music_manager->halt_music();
+ endsequence_timer.start(5000); // 5 seconds until we finish the map
}
- else
+ else if (!end_sequence && tux->is_dead())
{
- // Check End conditions
- if (tux->is_dead())
- {
- player_status.lives -= 1;
-
- if (player_status.lives < 0)
- { // No more lives!?
- if(st_gl_mode != ST_GL_TEST)
- drawendscreen();
-
- exit_status = GAME_OVER;
- }
- else
- { // Still has lives, so reset Tux to the levelstart
- restart_level();
- }
+ player_status.lives -= 1;
+
+ if (player_status.lives < 0)
+ { // No more lives!?
+ if(st_gl_mode != ST_GL_TEST)
+ drawendscreen();
+
+ exit_status = GAME_OVER;
}
- }
+ else
+ { // Still has lives, so reset Tux to the levelstart
+ restart_level();
+ }
+
+ return;
+ }
}
void