#ifndef SUPERTUX_GAMELOOP_H
#define SUPERTUX_GAMELOOP_H
-#include "sound.h"
-#include "type.h"
-#include "level.h"
-#include "world.h"
+#include "special/timer.h"
+#include "special/base.h"
+#include "special/frame_rate.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 World;
+class Level;
+class Sector;
+
+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
keeping the speed and framerate sane, etc. */
class GameSession
{
- private:
+private:
Timer fps_timer;
Timer frame_timer;
- World* world;
+ Timer endsequence_timer;
+ Level* level;
+ Sector* currentsector;
+
int st_gl_mode;
int levelnb;
float fps_fps;
- unsigned int last_update_time;
- unsigned int update_time;
+ FrameRate frame_rate;
int pause_menu_frame;
- int debug_fps;
/** If true the end_sequence will be played, user input will be
ignored while doing that */
- bool end_sequenze;
+ enum EndSequenceState {
+ NO_ENDSEQUENCE,
+ ENDSEQUENCE_RUNNING, // tux is running right
+ ENDSEQUENCE_WAITING // waiting for the end of the music
+ };
+ EndSequenceState end_sequence;
+ float last_x_pos;
bool game_pause;
- // FIXME: Hack for restarting the level
- std::string subset;
+ std::string levelname;
+ bool flip_level;
- public:
- enum ExitStatus { NONE, LEVEL_FINISHED, GAME_OVER, LEVEL_ABORT };
- private:
- ExitStatus exit_status;
- public:
+ // 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;
- GameSession(const std::string& subset, int levelnb, int mode);
+ GameSession(const std::string& level, int mode, bool flip_level_ = false);
~GameSession();
/** Enter the busy loop */
void draw();
void action(double frame_ratio);
- Level* get_level() { return world->get_level(); }
- World* get_world() { return world; }
-
+ void set_current()
+ { current_ = this; }
static GameSession* current() { return current_; }
- private:
+
+ void respawn(const std::string& sectorname,
+ const std::string& spawnpointname);
+ Sector* get_current_sector()
+ { return currentsector; }
+
+private:
static GameSession* current_;
+ // for cheating
+ std::string last_keys;
+ // for fire works
+ Timer random_timer;
+
void restart_level();
void check_end_conditions();
void process_events();
void levelintro();
- void drawstatus();
+ void drawstatus(DrawingContext& context);
void drawendscreen();
void drawresultscreen(void);
- private:
void on_escape_press();
void process_menu();
};
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*/