-
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* (at your option) any later version. *
* *
***************************************************************************/
-
-/* December 28, 2003 - December 30, 2003 */
-
+
+/* December 28, 2003 - February 1st, 2004 */
+
/* leveleditor.c - A built-in level editor for SuperTux
by Ricardo Cruz <rick2@aeiou.pt> */
#include <unistd.h>
#include <SDL.h>
#include <SDL_image.h>
-
#include "leveleditor.h"
-#include "gameloop.h"
+
#include "screen.h"
#include "defines.h"
#include "globals.h"
#include "menu.h"
#include "level.h"
#include "badguy.h"
+#include "scene.h"
+#include "button.h"
/* definitions to aid development */
-#define DONE_LEVELEDITOR 1
+#define DONE_LEVELEDITOR 1
#define DONE_QUIT 2
-#define DONE_CHANGELEVEL 3
+#define DONE_CHANGELEVEL 3
/* definitions that affect gameplay */
#define KEY_CURSOR_SPEED 32
#define KEY_CURSOR_FASTSPEED 64
-#define KEY_LEFT_MARGIN 160
-#define KEY_RIGHT_MARGIN 480
-
-#define MOUSE_LEFT_MARGIN 32
-#define MOUSE_RIGHT_MARGIN 608
-#define MOUSE_POS_SPEED 32
-
- /* Level Intro: */
-/*
- clearscreen(0, 0, 0);
- sprintf(str, "Editing Level %s", levelfilename);
- drawcenteredtext(str, 200, letters_red, NO_UPDATE, 1);
+/* when pagedown/up pressed speed:*/
+#define PAGE_CURSOR_SPEED 13*32
- sprintf(str, "%s", levelname);
- drawcenteredtext(str, 224, letters_gold, NO_UPDATE, 1);
+#define MOUSE_LEFT_MARGIN 80
+#define MOUSE_RIGHT_MARGIN (560-32)
+/* right_margin should noticed that the cursor is 32 pixels,
+ so it should subtract that value */
+#define MOUSE_POS_SPEED 20
- SDL_Flip(screen);
-
- SDL_Delay(1000);
-*/
-
-/* global variables (based on the gameloop ones) */
-
-bad_guy_type bad_guys[NUM_BAD_GUYS];
-SDL_Surface *img_bsod_left[4], *img_laptop_left[3], *img_money_left[2];
-int level;
-st_level current_level;
-char level_subset[100];
-
-int frame;
-SDL_Surface *selection;
+/* look */
+#define SELECT_W 2 // size of the selections lines
+#define SELECT_CLR 0, 255, 0, 255 // lines color (R, G, B, A)
/* gameloop funcs declerations */
-void loadlevelgfx(void);
-void unloadlevelgfx(void);
-void add_bad_guy(int x, int y, int kind);
void loadshared(void);
void unloadshared(void);
-void drawshape(int x, int y, unsigned char c);
/* own declerations */
-
-void savelevel();
-void le_loadlevel(void);
-void le_change(int x, int y, int sx, unsigned char c);
-void showhelp();
+/* crutial ones (main loop) */
+int le_init();
+void le_quit();
+void le_drawlevel();
+void le_drawinterface();
+void le_checkevents();
+void le_change(float x, float y, unsigned char c);
+void le_testlevel();
+void le_showhelp();
void le_set_defaults(void);
void le_activate_bad_guys(void);
+void le_highlight_selection();
+
+/* leveleditor internals */
+static char **level_subsets;
+static int subsets_num;
+static int le_level_changed; /* if changes, ask for saving, when quiting*/
+static int pos_x, cursor_x, cursor_y, cursor_tile, fire;
+static int le_level;
+static st_level* le_current_level;
+static st_subset le_level_subset;
+static int le_show_grid;
+static int le_frame;
+static texture_type le_selection;
+static int done;
+static char le_current_tile;
+static int le_mouse_pressed;
+static button_type le_test_level_bt;
+static button_type le_next_level_bt;
+static button_type le_previous_level_bt;
+static button_type le_rubber_bt;
+static button_type le_select_mode_one_bt;
+static button_type le_select_mode_two_bt;
+static button_type le_bad_bsod_bt;
+static button_type le_settings_bt;
+static button_panel_type le_bt_panel;
+static menu_type leveleditor_menu;
+static menu_type subset_load_menu;
+static menu_type subset_new_menu;
+static menu_type subset_settings_menu;
+static menu_type level_settings_menu;
+
+static square selection;
+static int le_selection_mode;
+static SDL_Event event;
+
void le_activate_bad_guys(void)
{
-int x,y;
+ int x,y;
/* Activate bad guys: */
the badguys from tiles */
for (y = 0; y < 15; ++y)
- for (x = 0; x < current_level.width; ++x)
- if (current_level.tiles[y][x] >= '0' && current_level.tiles[y][x] <= '9')
- add_bad_guy(x * 32, y * 32, current_level.tiles[y][x] - '0');
+ for (x = 0; x < le_current_level->width; ++x)
+ if (le_current_level->tiles[y][x] >= '0' && le_current_level->tiles[y][x] <= '9')
+ add_bad_guy(x * 32, y * 32, le_current_level->tiles[y][x] - '0');
}
void le_set_defaults()
{
- /* Set defaults: */
+ if(le_current_level != NULL)
+ {
+ /* Set defaults: */
- if(current_level.time_left == 0)
- current_level.time_left = 255;
+ if(le_current_level->time_left == 0)
+ le_current_level->time_left = 255;
+ }
}
/* FIXME: Needs to be implemented. It should ask the user for the level(file)name and then let him create a new level based on this. */
void newlevel()
-{
-}
+{}
/* FIXME: It should let select the user a level, which is in the leveldirectory and then load it. */
void selectlevel()
+{}
+
+int leveleditor(int levelnb)
{
+ int last_time, now_time, i;
+
+ le_level = levelnb;
+ if(le_init() != 0)
+ return 1;
+
+ /* Clear screen: */
+
+ clearscreen(0, 0, 0);
+ updatescreen();
+
+ while (SDL_PollEvent(&event))
+ {}
+
+ while(YES)
+ {
+ last_time = SDL_GetTicks();
+ le_frame++;
+
+ le_checkevents();
+
+ if(le_current_level != NULL)
+ {
+ /* making events results to be in order */
+ if(pos_x < 0)
+ pos_x = 0;
+ if(pos_x > (le_current_level->width * 32) - screen->w)
+ pos_x = (le_current_level->width * 32) - screen->w;
+
+ /* draw the level */
+ le_drawlevel();
+ }
+ else
+ clearscreen(0, 0, 0);
+
+ /* draw editor interface */
+ le_drawinterface();
+
+ if(show_menu)
+ {
+ menu_process_current();
+ if(current_menu == &leveleditor_menu)
+ {
+ switch (menu_check(&leveleditor_menu))
+ {
+ case 2:
+ show_menu = NO;
+ break;
+ case 7:
+ done = DONE_LEVELEDITOR;
+ break;
+ }
+ }
+ else if(current_menu == &level_settings_menu)
+ {
+ switch (menu_check(&level_settings_menu))
+ {
+ case 0:
+ break;
+ case 1:
+ show_menu = YES;
+ break;
+ case 4:
+ break;
+ case 11:
+ strcpy(le_current_level->name,level_settings_menu.item[1].input);
+ break;
+ }
+ }
+ else if(current_menu == &subset_load_menu)
+ {
+ switch (i = menu_check(&subset_load_menu))
+ {
+ case 0:
+ break;
+ default:
+ if(i != -1)
+ {
+ printf("%d",i);
+ printf("Load %s\n",level_subsets[i-2]);
+ subset_load(&le_level_subset,level_subsets[i-2]);
+ leveleditor_menu.item[3].kind = MN_GOTO;
+ le_level = 1;
+ arrays_init();
+ loadshared();
+ printf("%s\n",le_level_subset.name);
+ le_current_level = (st_level*) malloc(sizeof(st_level));
+ if(level_load(le_current_level, le_level_subset.name, le_level) != 0)
+ {
+ le_quit();
+ return 1;
+ }
+ le_set_defaults();
+ level_load_gfx(le_current_level);
+ le_activate_bad_guys();
+ show_menu = YES;
+ }
+ break;
+ }
+ }
+ }
+
+ if(done)
+ {
+ le_quit();
+ return 0;
+ }
+
+ if(done == DONE_QUIT)
+ {
+ le_quit();
+ return 1;
+ }
+
+ SDL_Delay(25);
+ now_time = SDL_GetTicks();
+ if (now_time < last_time + FPS)
+ SDL_Delay(last_time + FPS - now_time); /* delay some time */
+
+ flipscreen();
+ }
+
+ return done;
}
-int leveleditor()
+int le_init()
{
- char str[10];
- int done;
- int x, y, i; /* for cicles */
- int pos_x, cursor_x, cursor_y, old_cursor_x, fire;
- SDL_Event event;
- SDLKey key;
- SDLMod keymod;
- int last_time, now_time;
+ int i;
+ char str[80];
+ level_subsets = NULL;
+ level_subsets = dsubdirs("/levels", "info", &subsets_num);
+
+ le_show_grid = YES;
+
+ /* level_changed = NO;*/
+ fire = DOWN;
+ done = 0;
+ le_frame = 0; /* support for frames in some tiles, like waves and bad guys */
+ le_level_changed = NO;
- strcpy(level_subset,"default");
+ /*
+ subset_load(&le_level_subset,"default");
+ arrays_init();
+ loadshared();
+ le_set_defaults();
+
+
+ if(level_load(&le_current_level, le_level_subset.name, le_level) != 0)
+ {
+ le_quit();
+ return 1;
+ }
+ if(le_current_level.time_left == 0)
+ le_current_level.time_left = 255;
+
+ level_load_gfx(&le_current_level);
+ le_activate_bad_guys();
+ */
+ le_current_level = NULL;
+
+ le_current_tile = '.';
+ le_mouse_pressed = NO;
+
+ texture_load(&le_selection,DATA_PREFIX "/images/leveleditor/select.png", USE_ALPHA);
+
+ /* Load buttons */
+ button_load(&le_next_level_bt,"/images/icons/up.png","Test Level", SDLK_PAGEUP,screen->w-64,0);
+ button_load(&le_previous_level_bt,"/images/icons/down.png","Test Level",SDLK_PAGEDOWN,screen->w-32,0);
+ button_load(&le_rubber_bt,"/images/icons/rubber.png","Rubber",SDLK_DELETE,screen->w-64,32);
+ button_load(&le_select_mode_one_bt,"/images/icons/select-mode1.png","Select Tile",SDLK_F3,screen->w-64,16);
+ button_load(&le_select_mode_two_bt,"/images/icons/select-mode2.png","Select Tiles",SDLK_F3,screen->w-32,16);
+ button_load(&le_test_level_bt,"/images/icons/test-level.png","Test Level",SDLK_F4,screen->w-64,screen->h - 64);
+ button_load(&le_settings_bt,"/images/icons/settings.png","Level settings",SDLK_0,screen->w-32,screen->h - 64);
+ button_panel_init(&le_bt_panel, screen->w - 64,64, 64, 380);
+
+ menu_init(&leveleditor_menu);
+ menu_additem(&leveleditor_menu,menu_item_create(MN_LABEL,"Level Editor Menu",0,0));
+ menu_additem(&leveleditor_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&leveleditor_menu,menu_item_create(MN_ACTION,"Return To Level Editor",0,0));
+ menu_additem(&leveleditor_menu,menu_item_create(MN_DEACTIVE,"Level Subset Settings",0,&subset_settings_menu));
+ menu_additem(&leveleditor_menu,menu_item_create(MN_GOTO,"Load Level Subset",0,&subset_load_menu));
+ menu_additem(&leveleditor_menu,menu_item_create(MN_GOTO,"New Level Subset",0,&subset_new_menu));
+ menu_additem(&leveleditor_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&leveleditor_menu,menu_item_create(MN_ACTION,"Quit Level Editor",0,0));
+
+ menu_reset();
+ menu_set_current(&leveleditor_menu);
+ show_menu = YES;
+
+ menu_init(&subset_load_menu);
+ menu_additem(&subset_load_menu,menu_item_create(MN_LABEL,"Load Level Subset",0,0));
+ menu_additem(&subset_load_menu,menu_item_create(MN_HL,"",0,0));
+ for(i = 0; i < subsets_num; ++i)
+ {
+ menu_additem(&subset_load_menu,menu_item_create(MN_ACTION,level_subsets[i],0,0));
+ }
+ menu_additem(&subset_load_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&subset_load_menu,menu_item_create(MN_BACK,"Back",0,0));
+
+ menu_init(&subset_new_menu);
+ menu_additem(&subset_new_menu,menu_item_create(MN_LABEL,"New Level Subset",0,0));
+ menu_additem(&subset_new_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&subset_new_menu,menu_item_create(MN_TEXTFIELD,"Enter Name",0,0));
+ menu_additem(&subset_new_menu,menu_item_create(MN_ACTION,"Create",0,0));
+ menu_additem(&subset_new_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&subset_new_menu,menu_item_create(MN_BACK,"Back",0,0));
+
+ menu_init(&subset_settings_menu);
+ menu_additem(&subset_settings_menu,menu_item_create(MN_LABEL,"Level Subset Settings",0,0));
+ menu_additem(&subset_settings_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&subset_settings_menu,menu_item_create(MN_BACK,"Back",0,0));
+
+ menu_init(&level_settings_menu);
+ level_settings_menu.arrange_left = YES;
+ menu_additem(&level_settings_menu,menu_item_create(MN_LABEL,"Level Settings",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Name:",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Theme:",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Song:",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Background:",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Length: ",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Time: ",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Gravity:",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Red: ",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Green: ",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Blue: ",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Apply Changes",0,0));
+ /*menu_additem(&level_settings_menu,menu_item_create(MN_GOTO,"Load Game",0,&load_game_menu));
+ menu_additem(&level_settings_menu,menu_item_create(MN_GOTO,"Options",0,&options_menu));
+ menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Level editor",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Quit",0,0));*/
- level = 1;
+ SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
- initmenu();
- menumenu = MENU_LEVELEDITOR;
- show_menu = YES;
+ return 0;
+}
- frame = 0; /* support for frames in some tiles, like waves and bad guys */
-
- loadshared();
- loadlevel(¤t_level,"default",level);
- loadlevelgfx();
+void update_level_settings()
+{
+ char str[80];
+
+ menu_item_change_input(&level_settings_menu.item[1], le_current_level->name);
+ sprintf(str,"%d",le_current_level->width);
+ menu_item_change_input(&level_settings_menu.item[5], str);
+ sprintf(str,"%d",le_current_level->time_left);
+ menu_item_change_input(&level_settings_menu.item[6], str);
+ sprintf(str,"%2.0f",le_current_level->gravity);
+ menu_item_change_input(&level_settings_menu.item[7], str);
+ sprintf(str,"%d",le_current_level->bkgd_red);
+ menu_item_change_input(&level_settings_menu.item[8], str);
+ sprintf(str,"%d",le_current_level->bkgd_green);
+ menu_item_change_input(&level_settings_menu.item[9], str);
+ sprintf(str,"%d",le_current_level->bkgd_blue);
+ menu_item_change_input(&level_settings_menu.item[10], str);
+}
+
+void le_goto_level(int levelnb)
+{
+
+ level_free(le_current_level);
+ if(level_load(le_current_level, le_level_subset.name, levelnb) != 0)
+ {
+ level_load(le_current_level, le_level_subset.name, le_level);
+ }
+ else
+ {
+ le_level = levelnb;
+ }
- le_activate_bad_guys();
le_set_defaults();
-
- selection = load_image(DATA_PREFIX "/images/leveleditor/select.png", USE_ALPHA);
- done = 0;
- pos_x = 0;
- cursor_x = 3*32;
- old_cursor_x = cursor_x;
- cursor_y = 2*32;
- fire = DOWN;
+ level_free_gfx();
+ level_load_gfx(le_current_level);
- SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+ le_activate_bad_guys();
+}
+
+void le_quit(void)
+{
+ /*if(level_changed == YES)
+ if(askforsaving() == CANCEL)
+ return;*/ //FIXME
+
+ SDL_EnableKeyRepeat(0, 0); // disables key repeating
- while(1)
+ button_free(&le_test_level_bt);
+ texture_free(&le_selection);
+ menu_free(&leveleditor_menu);
+
+ if(le_current_level != NULL)
{
- SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue));
+ level_free_gfx();
+ level_free(le_current_level);
+ unloadshared();
+ arrays_free();
+ }
+}
- last_time = SDL_GetTicks();
- frame++;
-
- keymod = SDL_GetModState();
+void le_drawinterface()
+{
+ int x,y;
+ char str[80];
+
+ if(le_current_level != NULL)
+ {
+ /* draw a grid (if selected) */
+ if(le_show_grid)
+ {
+ for(x = 0; x < 19; x++)
+ fillrect(x*32 - ((int)pos_x % 32), 0, 1, screen->h, 225, 225, 225,255);
+ for(y = 0; y < 15; y++)
+ fillrect(0, y*32, screen->w - 32, 1, 225, 225, 225,255);
+ }
+ }
+
+ if(le_selection_mode == CURSOR)
+ texture_draw(&le_selection, cursor_x - pos_x, cursor_y, NO_UPDATE);
+ else if(le_selection_mode == SQUARE)
+ {
+ int w, h;
+ le_highlight_selection();
+ /* draw current selection */
+ w = selection.x2 - selection.x1;
+ h = selection.y2 - selection.y1;
+ fillrect(selection.x1 - pos_x, selection.y1, w, SELECT_W, SELECT_CLR);
+ fillrect(selection.x1 - pos_x + w, selection.y1, SELECT_W, h, SELECT_CLR);
+ fillrect(selection.x1 - pos_x, selection.y1 + h, w, SELECT_W, SELECT_CLR);
+ fillrect(selection.x1 - pos_x, selection.y1, SELECT_W, h, SELECT_CLR);
+ }
+
+
+ /* draw button bar */
+ fillrect(screen->w - 64, 0, 64, screen->h, 50, 50, 50,255);
+ drawshape(19 * 32, 14 * 32, le_current_tile);
+
+ if(le_current_level != NULL)
+ {
+ button_draw(&le_test_level_bt);
+ button_draw(&le_next_level_bt);
+ button_draw(&le_previous_level_bt);
+ button_draw(&le_rubber_bt);
+ button_draw(&le_select_mode_one_bt);
+ button_draw(&le_select_mode_two_bt);
+ button_draw(&le_bad_bsod_bt);
+ button_draw(&le_settings_bt);
+ button_panel_draw(&le_bt_panel);
+
+ sprintf(str, "%d/%d", le_level,le_level_subset.levels);
+ text_draw(&white_text, "LEV", 0, 0, 1, NO_UPDATE);
+ text_draw(&gold_text, str, 80, 0, 1, NO_UPDATE);
+
+ text_draw(&white_small_text, "F1 for Help", 10, 430, 1, NO_UPDATE);
+ }
+ else
+ {
+ if(show_menu == NO)
+ text_draw(&white_small_text, "No Level Subset loaded - Press ESC and choose one in the menu", 10, 430, 1, NO_UPDATE);
+ else
+ text_draw(&white_small_text, "No Level Subset loaded", 10, 430, 1, NO_UPDATE);
+ }
+
+}
+
+void le_drawlevel()
+{
+ int y,x,i,s;
+ static char str[LEVEL_NAME_MAX];
- while(SDL_PollEvent(&event))
+ /* Draw the real background */
+ if(le_current_level->bkgd_image[0] != '\0')
+ {
+ s = pos_x / 30;
+ texture_draw_part(&img_bkgd,s,0,0,0,img_bkgd.w - s - 32, img_bkgd.h, NO_UPDATE);
+ texture_draw_part(&img_bkgd,0,0,screen->w - s - 32 ,0,s,img_bkgd.h, NO_UPDATE);
+ }
+ else
+ {
+ clearscreen(le_current_level->bkgd_red, le_current_level->bkgd_green, le_current_level->bkgd_blue);
+ }
+
+ /* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
+
+ for (y = 0; y < 15; ++y)
+ for (x = 0; x < 20; ++x)
+ {
+ drawshape(x * 32 - ((int)pos_x % 32), y * 32, le_current_level->tiles[y][x + (int)(pos_x / 32)]);
+
+ /* draw whats inside stuff when cursor is selecting those */
+ /* (draw them all the time - is this the right behaviour?) */
+ switch(le_current_level->tiles[y][x + (int)(pos_x/32)])
+ {
+ case 'B':
+ texture_draw(&img_mints, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
+ break;
+ case '!':
+ texture_draw(&img_golden_herring, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
+ break;
+ case 'x':
+ case 'y':
+ case 'A':
+ texture_draw(&img_distro[(frame / 5) % 4], x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
+ break;
+ default:
+ break;
+ }
+ }
+
+ /* Draw the Bad guys: */
+ for (i = 0; i < num_bad_guys; ++i)
+ {
+ if(bad_guys[i].base.alive == NO)
+ continue;
+ /* to support frames: img_bsod_left[(frame / 5) % 4] */
+ if(bad_guys[i].kind == BAD_BSOD)
+ texture_draw(&img_bsod_left[(le_frame / 5) % 4], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
+ else if(bad_guys[i].kind == BAD_LAPTOP)
+ texture_draw(&img_laptop_left[(le_frame / 5) % 3], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
+ else if (bad_guys[i].kind == BAD_MONEY)
+ texture_draw(&img_money_left[(le_frame / 5) % 2], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
+ }
+
+
+ /* Draw the player: */
+ /* for now, the position is fixed at (0, 240) */
+ texture_draw(&tux_right[(frame / 5) % 3], 0 - pos_x, 240, NO_UPDATE);
+}
+
+void le_checkevents()
+{
+ SDLKey key;
+ SDLMod keymod;
+ int x,y;
+
+ keymod = SDL_GetModState();
+
+ while(SDL_PollEvent(&event))
+ {
+ /* testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events*/
+ if(event.type == SDL_KEYDOWN || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > 0 && event.motion.x < screen->w - 64 &&
+ event.motion.y > 0 && event.motion.y < screen->h)))
{
- // testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events
+
switch(event.type)
{
case SDL_KEYDOWN: // key pressed
key = event.key.keysym.sym;
if(show_menu)
{
- menu_event(key);
+ menu_event(&event.key.keysym);
break;
}
switch(key)
{
+ case SDLK_ESCAPE:
+ if(!show_menu)
+ show_menu = YES;
+ else
+ show_menu = NO;
+ break;
case SDLK_LEFT:
if(fire == DOWN)
cursor_x -= KEY_CURSOR_SPEED;
else
cursor_x -= KEY_CURSOR_FASTSPEED;
- if(cursor_x < 0)
- cursor_x = 0;
+ if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
+ pos_x = cursor_x - MOUSE_LEFT_MARGIN;
+
break;
case SDLK_RIGHT:
if(fire == DOWN)
else
cursor_x += KEY_CURSOR_FASTSPEED;
- if(cursor_x > (current_level.width*32) - 1)
- cursor_x = (current_level.width*32) - 1;
+ if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
+ pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
+
break;
case SDLK_UP:
if(fire == DOWN)
else
cursor_y += KEY_CURSOR_FASTSPEED;
- if(cursor_y > 480-32)
- cursor_y = 480-32;
+ if(cursor_y > screen->h-32)
+ cursor_y = screen->h-32;
break;
case SDLK_LCTRL:
- fire = UP;
+ fire =UP;
break;
case SDLK_F1:
- showhelp();
+ le_showhelp();
break;
case SDLK_HOME:
cursor_x = 0;
+ pos_x = cursor_x;
break;
case SDLK_END:
- cursor_x = (current_level.width * 32) - 32;
+ cursor_x = (le_current_level->width * 32) - 32;
+ pos_x = cursor_x;
+ break;
+ case SDLK_PAGEUP:
+ cursor_x -= PAGE_CURSOR_SPEED;
+
+ if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
+ pos_x = cursor_x - MOUSE_LEFT_MARGIN;
+
+ break;
+ case SDLK_PAGEDOWN:
+ cursor_x += PAGE_CURSOR_SPEED;
+
+ if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
+ pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
+
+ break;
+ case SDLK_F9:
+ le_show_grid = !le_show_grid;
break;
case SDLK_PERIOD:
- le_change(cursor_x, cursor_y, 0, '.');
+ le_change(cursor_x, cursor_y, '.');
break;
case SDLK_a:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'A');
+ le_current_tile = 'A';
else
- le_change(cursor_x, cursor_y, 0, 'a');
+ le_current_tile = 'a';
break;
case SDLK_b:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'B');
+ le_change(cursor_x, cursor_y, 'B');
break;
case SDLK_c:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'C');
+ le_change(cursor_x, cursor_y, 'C');
else
- le_change(cursor_x, cursor_y, 0, 'c');
+ le_change(cursor_x, cursor_y, 'c');
break;
case SDLK_d:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'D');
+ le_change(cursor_x, cursor_y, 'D');
else
- le_change(cursor_x, cursor_y, 0, 'd');
+ le_change(cursor_x, cursor_y, 'd');
break;
case SDLK_e:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'E');
+ le_change(cursor_x, cursor_y, 'E');
else
- le_change(cursor_x, cursor_y, 0, 'e');
+ le_change(cursor_x, cursor_y, 'e');
break;
case SDLK_f:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'F');
+ le_change(cursor_x, cursor_y, 'F');
else
- le_change(cursor_x, cursor_y, 0, 'f');
+ le_change(cursor_x, cursor_y, 'f');
break;
case SDLK_g:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'G');
+ le_change(cursor_x, cursor_y, 'G');
else
- le_change(cursor_x, cursor_y, 0, 'g');
+ le_change(cursor_x, cursor_y, 'g');
break;
case SDLK_h:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'H');
+ le_change(cursor_x, cursor_y, 'H');
else
- le_change(cursor_x, cursor_y, 0, 'h');
+ le_change(cursor_x, cursor_y, 'h');
break;
case SDLK_i:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'I');
+ le_change(cursor_x, cursor_y, 'I');
else
- le_change(cursor_x, cursor_y, 0, 'i');
+ le_change(cursor_x, cursor_y, 'i');
break;
case SDLK_j:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'J');
+ le_change(cursor_x, cursor_y, 'J');
else
- le_change(cursor_x, cursor_y, 0, 'j');
+ le_change(cursor_x, cursor_y, 'j');
break;
case SDLK_x:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'X');
+ le_change(cursor_x, cursor_y, 'X');
else
- le_change(cursor_x, cursor_y, 0, 'x');
+ le_change(cursor_x, cursor_y, 'x');
break;
case SDLK_y:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'Y');
+ le_change(cursor_x, cursor_y, 'Y');
else
- le_change(cursor_x, cursor_y, 0, 'y');
+ le_change(cursor_x, cursor_y, 'y');
break;
case SDLK_LEFTBRACKET:
- le_change(cursor_x, cursor_y, 0, '[');
+ le_change(cursor_x, cursor_y, '[');
break;
case SDLK_RIGHTBRACKET:
- le_change(cursor_x, cursor_y, 0, ']');
+ le_change(cursor_x, cursor_y, ']');
break;
case SDLK_HASH:
case SDLK_3:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, '#');
+ le_change(cursor_x, cursor_y, '#');
break;
case SDLK_DOLLAR:
case SDLK_4:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, '$');
+ le_change(cursor_x, cursor_y, '$');
break;
case SDLK_BACKSLASH:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, '|');
+ le_change(cursor_x, cursor_y, '|');
else
- le_change(cursor_x, cursor_y, 0, '\\');
+ le_change(cursor_x, cursor_y, '\\');
break;
case SDLK_CARET:
- le_change(cursor_x, cursor_y, 0, '^');
+ le_change(cursor_x, cursor_y, '^');
break;
case SDLK_AMPERSAND:
case SDLK_6:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, '&');
+ le_change(cursor_x, cursor_y, '&');
break;
case SDLK_EQUALS:
case SDLK_0:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, '=');
+ le_change(cursor_x, cursor_y, '=');
else /* let's add a bad guy */
- le_change(cursor_x, cursor_y, 0, '0');
-
- for(i = 0; i < NUM_BAD_GUYS; ++i)
- if (bad_guys[i].alive == NO)
- {
- bad_guys[i].alive = YES;
- bad_guys[i].kind = BAD_BSOD;
- bad_guys[i].x = (((int)cursor_x/32)*32);
- bad_guys[i].y = (((int)cursor_y/32)*32);
- i = NUM_BAD_GUYS;
- }
+ le_change(cursor_x, cursor_y, '0');
break;
case SDLK_1:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, '!');
+ le_change(cursor_x, cursor_y, '!');
else /* let's add a bad guy */
- le_change(cursor_x, cursor_y, 0, '1');
-
- for(i = 0; i < NUM_BAD_GUYS; ++i)
- if (bad_guys[i].alive == NO)
- {
- bad_guys[i].alive = YES;
- bad_guys[i].kind = BAD_LAPTOP;
- bad_guys[i].x = (((int)cursor_x/32)*32);
- bad_guys[i].y = (((int)cursor_y/32)*32);
- i = NUM_BAD_GUYS;
- }
+ le_change(cursor_x, cursor_y, '1');
break;
case SDLK_2:
- le_change(cursor_x, cursor_y, 0, '2');
-
- for(i = 0; i < NUM_BAD_GUYS; ++i)
- if (bad_guys[i].alive == NO)
- {
- bad_guys[i].alive = YES;
- bad_guys[i].kind = BAD_MONEY;
- bad_guys[i].x = (((int)cursor_x/32)*32);
- bad_guys[i].y = (((int)cursor_y/32)*32);
- i = NUM_BAD_GUYS;
- }
+ le_change(cursor_x, cursor_y, '2');
break;
case SDLK_PLUS:
if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, '*');
+ le_change(cursor_x, cursor_y, '*');
break;
default:
break;
}
break;
- case SDL_KEYUP: // key released
+ case SDL_KEYUP: /* key released */
switch(event.key.keysym.sym)
{
case SDLK_LCTRL:
fire = DOWN;
break;
- case SDLK_ESCAPE:
- if(!show_menu)
- show_menu = YES;
- else
- show_menu = NO;
- break;
default:
break;
}
case SDL_MOUSEBUTTONDOWN:
if(event.button.button == SDL_BUTTON_LEFT)
{
+ le_mouse_pressed = YES;
+
+ selection.x1 = event.motion.x + pos_x;
+ selection.y1 = event.motion.y;
+ selection.x2 = event.motion.x + pos_x;
+ selection.y2 = event.motion.y;
+ }
+ break;
+ case SDL_MOUSEBUTTONUP:
+ if(event.button.button == SDL_BUTTON_LEFT)
+ {
+ le_mouse_pressed = NO;
+ }
+ break;
+ case SDL_MOUSEMOTION:
+ if(!show_menu)
+ {
x = event.motion.x;
y = event.motion.y;
cursor_x = ((int)(pos_x + x) / 32) * 32;
cursor_y = ((int) y / 32) * 32;
- }
- break;
- case SDL_MOUSEMOTION:
- x = event.motion.x;
- y = event.motion.y;
- cursor_x = ((int)(pos_x + x) / 32) * 32;
- cursor_y = ((int) y / 32) * 32;
+ if(le_mouse_pressed == YES)
+ {
+ selection.x2 = x + pos_x;
+ selection.y2 = y;
+ }
+ }
break;
case SDL_QUIT: // window closed
done = DONE_QUIT;
}
}
- /* mouse movements */
- x = event.motion.x;
- if(x < MOUSE_LEFT_MARGIN)
- pos_x -= MOUSE_POS_SPEED;
- else if(x > MOUSE_RIGHT_MARGIN)
- pos_x += MOUSE_POS_SPEED;
-
- if(old_cursor_x != cursor_x)
- {
- if(cursor_x < pos_x + KEY_LEFT_MARGIN)
- pos_x = cursor_x - KEY_LEFT_MARGIN;
-
- if(cursor_x > pos_x + KEY_RIGHT_MARGIN)
- pos_x = cursor_x - KEY_RIGHT_MARGIN;
- }
-
- if(pos_x < 0)
- pos_x = 0;
- if(pos_x > (current_level.width * 32) - 640)
- pos_x = (current_level.width * 32) - 640;
-
- old_cursor_x = cursor_x;
- for (y = 0; y < 15; ++y)
- for (x = 0; x < 21; ++x)
- drawshape(x * 32, y * 32, current_level.tiles[y][x + (pos_x / 32)]);
+ }
- /* Draw the Bad guys: */
- for (i = 0; i < NUM_BAD_GUYS; ++i)
+ if(le_current_level != NULL)
+ {
+ if(event.type == SDL_KEYDOWN || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > screen->w-64 && event.motion.x < screen->w &&
+ event.motion.y > 0 && event.motion.y < screen->h)))
{
- /* printf("\nbad_guys[%i].alive = %i", i, bad_guys[i].alive); */
- if(bad_guys[i].alive == NO)
- continue;
- /* to support frames: img_bsod_left[(frame / 5) % 4] */
- if(bad_guys[i].kind == BAD_BSOD)
- drawimage(img_bsod_left[(frame / 5) % 4], ((int)(bad_guys[i].x - pos_x)/32)*32, bad_guys[i].y, NO_UPDATE);
- else if(bad_guys[i].kind == BAD_LAPTOP)
- drawimage(img_laptop_left[(frame / 5) % 3], ((int)(bad_guys[i].x - pos_x)/32)*32, bad_guys[i].y, NO_UPDATE);
- else if (bad_guys[i].kind == BAD_MONEY)
- drawimage(img_money_left[(frame / 5) % 2], ((int)(bad_guys[i].x - pos_x)/32)*32, bad_guys[i].y, NO_UPDATE);
+ /* Check for button events */
+ button_event(&le_test_level_bt,&event);
+ if(button_get_state(&le_test_level_bt) == BN_CLICKED)
+ le_testlevel();
+ button_event(&le_next_level_bt,&event);
+ if(button_get_state(&le_next_level_bt) == BN_CLICKED)
+ {
+ if(le_level < le_level_subset.levels)
+ le_goto_level(++le_level);
+ }
+ button_event(&le_previous_level_bt,&event);
+ if(button_get_state(&le_previous_level_bt) == BN_CLICKED)
+ {
+ if(le_level > 1)
+ le_goto_level(--le_level);
+ }
+ button_event(&le_rubber_bt,&event);
+ if(button_get_state(&le_rubber_bt) == BN_CLICKED)
+ le_current_tile = '.';
+ button_event(&le_select_mode_one_bt,&event);
+ if(button_get_state(&le_select_mode_one_bt) == BN_CLICKED)
+ le_selection_mode = CURSOR;
+ button_event(&le_select_mode_two_bt,&event);
+ if(button_get_state(&le_select_mode_two_bt) == BN_CLICKED)
+ le_selection_mode = SQUARE;
+ button_event(&le_bad_bsod_bt,&event);
+ if(button_get_state(&le_bad_bsod_bt) == BN_CLICKED)
+ le_current_tile = '0';
+ button_event(&le_settings_bt,&event);
+ if(button_get_state(&le_settings_bt) == BN_CLICKED)
+ {
+ if(show_menu == NO)
+ {
+ menu_set_current(&level_settings_menu);
+ show_menu = YES;
+ }
+ else
+ {
+ menu_set_current(&leveleditor_menu);
+ show_menu = NO;
+ }
+ }
}
+ }
+ if(le_mouse_pressed)
+ {
+ le_change(cursor_x, cursor_y, le_current_tile);
+ }
- drawimage(selection, ((int)(cursor_x - pos_x)/32)*32, cursor_y, NO_UPDATE);
-
- sprintf(str, "%d", current_level.time_left);
- drawtext("TIME", 324, 0, letters_blue, NO_UPDATE, 1);
- drawtext(str, 404, 0, letters_gold, NO_UPDATE, 1);
-
- sprintf(str, "%s", current_level.name);
- drawtext("NAME", 0, 0, letters_blue, NO_UPDATE, 1);
- drawtext(str, 80, 0, letters_gold, NO_UPDATE, 1);
-
- drawtext("F1 for Help", 10, 430, letters_blue, NO_UPDATE, 1);
-
- if(show_menu)
- {
- done = drawmenu();
- if(done)
- return 0;
- }
- if(done == DONE_QUIT)
- return 1;
+}
- SDL_Delay(50);
- now_time = SDL_GetTicks();
- if (now_time < last_time + FPS)
- SDL_Delay(last_time + FPS - now_time); /* delay some time */
+void le_highlight_selection()
+{
+ int x,y,i;
+ int x1, x2, y1, y2;
- SDL_Flip(screen);
+ if(selection.x1 < selection.x2)
+ {
+ x1 = selection.x1;
+ x2 = selection.x2;
+ }
+ else
+ {
+ x1 = selection.x2;
+ x2 = selection.x1;
+ }
+ if(selection.y1 < selection.y2)
+ {
+ y1 = selection.y1;
+ y2 = selection.y2;
+ }
+ else
+ {
+ y1 = selection.y2;
+ y2 = selection.y1;
}
- unloadlevelgfx();
- unloadshared();
-
- SDL_FreeSurface(selection);
+ x1 /= 32;
+ x2 /= 32;
+ y1 /= 32;
+ y2 /= 32;
- return done;
+ fillrect(x1*32-pos_x, y1*32,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103);
}
-void le_change(int x, int y, int sx, unsigned char c)
+void le_change(float x, float y, unsigned char c)
{
- int xx, yy;
- int i;
+ if(le_current_level != NULL)
+ {
+ int xx,yy,i;
+ int x1, x2, y1, y2;
- yy = (y / 32);
- xx = ((x + sx) / 32);
+ /* level_changed = YES; */
- /* if there is a bad guy over there, remove it */
- for(i = 0; i < NUM_BAD_GUYS; ++i)
- if (bad_guys[i].alive)
- if(xx == bad_guys[i].x/32 && yy == bad_guys[i].y/32)
- bad_guys[i].alive = NO;
+ switch(le_selection_mode)
+ {
+ case CURSOR:
+ level_change(le_current_level,x,y,c);
+ yy = ((int)y / 32);
+ xx = ((int)x / 32);
- if (yy >= 0 && yy < 15 && xx >= 0 && xx <= current_level.width)
- current_level.tiles[yy][xx] = c;
-}
+ /* if there is a bad guy over there, remove it */
+ for(i = 0; i < num_bad_guys; ++i)
+ if (bad_guys[i].base.alive)
+ if(xx == bad_guys[i].base.x/32 && yy == bad_guys[i].base.y/32)
+ bad_guys[i].base.alive = NO;
-/* Save data for this level: */
-void savelevel(void)
-{
- FILE * fi;
- char * filename;
- int y;
- char str[80];
+ if(c == '0') /* if it's a bad guy */
+ add_bad_guy(xx*32, yy*32, BAD_BSOD);
+ else if(c == '1')
+ add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
+ else if(c == '2')
+ add_bad_guy(xx*32, yy*32, BAD_MONEY);
- /* Save data file: */
+ break;
+ case SQUARE:
+ if(selection.x1 < selection.x2)
+ {
+ x1 = selection.x1;
+ x2 = selection.x2;
+ }
+ else
+ {
+ x1 = selection.x2;
+ x2 = selection.x1;
+ }
+ if(selection.y1 < selection.y2)
+ {
+ y1 = selection.y1;
+ y2 = selection.y2;
+ }
+ else
+ {
+ y1 = selection.y2;
+ y2 = selection.y1;
+ }
- filename = (char *) malloc(sizeof(char) * (strlen(DATA_PREFIX) + 20) + strlen(level_subset));
- sprintf(filename, "%s/levels/%s/level%d.dat", DATA_PREFIX, level_subset, level);
- fi = fopen(filename, "w");
- if (fi == NULL)
- {
- perror(filename);
- st_shutdown();
- free(filename);
- exit(-1);
- }
- free(filename);
-
-
- /* sptrinf("# Level created by SuperTux built-in editor", fi); */
-
- fputs(current_level.name, fi);
- fputs("\n", fi);
- fputs(current_level.theme, fi);
- fputs("\n", fi);
- sprintf(str, "%d\n", current_level.time_left); /* time */
- fputs(str, fi);
- fputs(current_level.song_title, fi); /* song filename */
- sprintf(str, "\n%d\n", current_level.bkgd_red); /* red background color */
- fputs(str, fi);
- sprintf(str, "%d\n", current_level.bkgd_green); /* green background color */
- fputs(str, fi);
- sprintf(str, "%d\n", current_level.bkgd_blue); /* blue background color */
- fputs(str, fi);
- sprintf(str, "%d\n", current_level.width); /* level width */
- fputs(str, fi);
-
- for(y = 0; y < 15; ++y)
- {
- fputs(current_level.tiles[y], fi);
- fputs("\n", fi);
+ x1 /= 32;
+ x2 /= 32;
+ y1 /= 32;
+ y2 /= 32;
+
+ /* if there is a bad guy over there, remove it */
+ for(i = 0; i < num_bad_guys; ++i)
+ if(bad_guys[i].base.alive)
+ if(bad_guys[i].base.x/32 >= x1 && bad_guys[i].base.x/32 <= x2
+ && bad_guys[i].base.y/32 >= y1 && bad_guys[i].base.y/32 <= y2)
+ bad_guys[i].base.alive = NO;
+
+ for(xx = x1; xx <= x2; xx++)
+ for(yy = y1; yy <= y2; yy++)
+ {
+ level_change(le_current_level, xx*32, yy*32, c);
+
+ if(c == '0') // if it's a bad guy
+ add_bad_guy(xx*32, yy*32, BAD_BSOD);
+ else if(c == '1')
+ add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
+ else if(c == '2')
+ add_bad_guy(xx*32, yy*32, BAD_MONEY);
+ }
+ break;
+ default:
+ break;
+ }
}
+}
- fclose(fi);
-
- drawcenteredtext("SAVED!", 240, letters_gold, NO_UPDATE, 1);
- SDL_Flip(screen);
- SDL_Delay(1000);
+void le_testlevel()
+{
+ level_save(le_current_level,"test",le_level);
+ gameloop("test",le_level, ST_GL_TEST);
+ menu_set_current(&leveleditor_menu);
+ arrays_init();
+ level_load_gfx(le_current_level);
+ loadshared();
+ le_activate_bad_guys();
}
-void showhelp()
+void le_showhelp()
{
SDL_Event event;
- int done;
+ int i, done;
char *text[] = {
"X/x - Brick0",
"Y/y - Brick1",
"& - Water",
"0-2 - BadGuys",
"./Del - Remove tile",
+ "F9 - Show/Hide Grid",
+ "F3 - Change Selection Mode",
"Esc - Menu"};
- int i;
- drawcenteredtext("- Help -", 30, letters_red, NO_UPDATE, 1);
- drawtext("Keys:", 80, 60, letters_gold, NO_UPDATE, 1);
+ text_drawf(&blue_text, "- Help -", 0, 30, A_HMIDDLE, A_TOP, 2, NO_UPDATE);
+ text_draw(&gold_text, "Keys:", 80, 60, 1, NO_UPDATE);
for(i = 0; i < sizeof(text)/sizeof(char *); i++)
- drawtext(text[i], 40, 90+(i*16), letters_blue, NO_UPDATE, 1);
+ text_draw(&white_text, text[i], 40, 90+(i*16), 1, NO_UPDATE);
+
+ text_drawf(&gold_text, "Press Any Key to Continue", 0, 460, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
- SDL_Flip(screen);
+ flipscreen();
done = 0;
while(SDL_PollEvent(&event))
switch(event.type)
{
+ case SDL_MOUSEBUTTONDOWN: // mouse pressed
case SDL_KEYDOWN: // key pressed
done = 1;
break;