#include "sound.h"
#include "type.h"
#include "level.h"
+#include "world.h"
/* GameLoop modes */
extern int game_started;
+class World;
+
/** The GameSession class controlls the controll flow of a World, ie.
present the menu on specifc keypresses, render and update it while
keeping the speed and framerate sane, etc. */
class GameSession
{
private:
- timer_type fps_timer, frame_timer;
- Level current_level;
+ bool quit;
+ Timer fps_timer;
+ Timer frame_timer;
+ World* world;
+ int st_gl_mode;
+
+ float fps_fps;
+ unsigned int last_update_time;
+ unsigned int update_time;
+ int pause_menu_frame;
+ int debug_fps;
+ bool game_pause;
+
+ // FIXME: Hack for restarting the level
+ std::string subset;
+ int levelnb;
public:
+ Timer time_left;
+
GameSession();
GameSession(const std::string& filename);
GameSession(const std::string& subset, int levelnb, int mode);
+ ~GameSession();
+
+ /** Enter the busy loop */
int run();
+
void draw();
- int action();
- void process_events();
+ int action(double frame_ratio);
- Level* get_level() { return ¤t_level; }
+ Level* get_level() { return world->get_level(); }
+ World* get_world() { return world; }
void savegame(int slot);
void loadgame(int slot);
private:
static GameSession* current_;
- void levelintro();
+ void init();
+
void start_timers();
- void activate_particle_systems();
-};
+ void process_events();
-void activate_bad_guys(Level* plevel);
+ void levelintro();
+ void drawstatus();
+ void drawendscreen();
+ void drawresultscreen(void);
+};
std::string slotinfo(int slot);
-bool rectcollision(base_type* one, base_type* two);
-void drawshape(float x, float y, unsigned int c, Uint8 alpha = 255);
+bool rectcollision(base_type* one, base_type* two);
void bumpbrick(float x, float y);
#endif /*SUPERTUX_GAMELOOP_H*/