#ifndef SUPERTUX_GAMELOOP_H
#define SUPERTUX_GAMELOOP_H
-#include "sound.h"
-#include "type.h"
+#include "timer.h"
+#include "statistics.h"
+
+using namespace SuperTux;
/* GameLoop modes */
#define ST_GL_LOAD_LEVEL_FILE 3
#define ST_GL_DEMO_GAME 4
+enum GameMenuIDs {
+ MNID_CONTINUE,
+ MNID_ABORTLEVEL
+ };
+
extern int game_started;
class Level;
class Sector;
+class Statistics;
+
+namespace SuperTux {
class DrawingContext;
+}
/** The GameSession class controlls the controll flow of a World, ie.
present the menu on specifc keypresses, render and update it while
class GameSession
{
private:
- Timer fps_timer;
- Timer frame_timer;
- Timer endsequence_timer;
+ Uint32 fps_ticks;
+ Timer2 endsequence_timer;
Level* level;
Sector* currentsector;
int st_gl_mode;
int levelnb;
float fps_fps;
- unsigned int last_update_time;
- unsigned int update_time;
int pause_menu_frame;
- int debug_fps;
/** If true the end_sequence will be played, user input will be
ignored while doing that */
// the sector and spawnpoint we shoudl spawn after this frame
std::string newsector;
std::string newspawnpoint;
+
public:
enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT };
private:
ExitStatus exit_status;
public:
DrawingContext* context;
- Timer time_left;
+ Timer2 time_left;
- GameSession(const std::string& level, int mode, bool flip_level_ = false);
+ GameSession(const std::string& level, int mode, bool flip_level_ = false, Statistics* statistics = NULL);
~GameSession();
/** Enter the busy loop */
ExitStatus run();
void draw();
- void action(double frame_ratio);
+ void action(float frame_ratio);
void set_current()
{ current_ = this; }
const std::string& spawnpointname);
Sector* get_current_sector()
{ return currentsector; }
+
+ void start_sequence(const std::string& sequencename);
private:
static GameSession* current_;
+ // for cheating
+ std::string last_keys;
+
+ // swap points
+ Vector last_swap_point;
+ Statistics last_swap_stats;
+
+ Statistics* best_level_statistics;
+
void restart_level();
void check_end_conditions();
void drawendscreen();
void drawresultscreen(void);
-private:
void on_escape_press();
void process_menu();
};
std::string slotinfo(int slot);
-bool rectcollision(base_type* one, base_type* two);
void bumpbrick(float x, float y);
+/** Return true if the gameloop() was entered, false otherwise */
+bool process_load_game_menu();
+
#endif /*SUPERTUX_GAMELOOP_H*/