#ifndef SUPERTUX_GAMELOOP_H
#define SUPERTUX_GAMELOOP_H
-#include "special/timer.h"
-#include "special/base.h"
-#include "special/frame_rate.h"
+#include "timer.h"
#include "statistics.h"
using namespace SuperTux;
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;
- FrameRate frame_rate;
int pause_menu_frame;
/** If true the end_sequence will be played, user input will be
ExitStatus exit_status;
public:
DrawingContext* context;
- Timer time_left;
+ Timer2 time_left;
GameSession(const std::string& level, int mode, bool flip_level_ = false, Statistics* statistics = NULL);
~GameSession();
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;
- // for fire works
- Timer random_timer;
// swap points
Vector last_swap_point;
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 */