#ifndef SUPERTUX_GAMELOOP_H
#define SUPERTUX_GAMELOOP_H
-#include "sound.h"
-#include "type.h"
+#include "special/timer.h"
+#include "special/base.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;
+
+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
bool game_pause;
std::string levelname;
+ bool flip_level;
+
+ // 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:
DrawingContext* context;
Timer time_left;
- GameSession(const std::string& level, int mode);
+ GameSession(const std::string& level, int mode, bool flip_level_ = false);
~GameSession();
/** Enter the busy loop */
{ current_ = this; }
static GameSession* current() { return current_; }
+ void respawn(const std::string& sectorname,
+ const std::string& spawnpointname);
Sector* get_current_sector()
{ return currentsector; }
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*/