keymap.right = SDLK_RIGHT;
keymap.fire = SDLK_LCTRL;
- timer_init(&invincible_timer,true);
- timer_init(&skidding_timer,true);
- timer_init(&safe_timer,true);
- timer_init(&frame_timer,true);
+ invincible_timer.init(true);
+ skidding_timer.init(true);
+ safe_timer.init(true);
+ frame_timer.init(true);
physic.reset();
}
player_input_init(&input);
- timer_init(&invincible_timer,true);
- timer_init(&skidding_timer,true);
- timer_init(&safe_timer,true);
- timer_init(&frame_timer,true);
+ invincible_timer.init(true);
+ skidding_timer.init(true);
+ safe_timer.init(true);
+ frame_timer.init(true);
+
physic.reset();
}
}
- timer_check(&safe_timer);
+ safe_timer.check();
/* ---- DONE HANDLING TUX! --- */
/* Handle invincibility timer: */
-
-
- if (get_current_music() == HERRING_MUSIC && !timer_check(&invincible_timer))
+ if (get_current_music() == HERRING_MUSIC && !invincible_timer.check())
{
/*
no, we are no more invincible
but are we in hurry ?
*/
-
- if (timer_get_left(&time_left) < TIME_WARNING)
+ // FIXME: Move this to gamesession
+ if (GameSession::current()->time_left.get_left() < TIME_WARNING)
{
/* yes, we are in hurry
stop the herring_song, prepare to play the correct
// skid if we're too fast
if(dir != newdir && on_ground() && fabs(physic.get_velocity_x()) > SKID_XM
- && !timer_started(&skidding_timer))
+ && !skidding_timer.started())
{
- timer_start(&skidding_timer, SKID_TIME);
+ skidding_timer.start(SKID_TIME);
play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
return;
}
if ((newdir ? (vx < 0) : (vx > 0)) && !isice(base.x, base.y + base.height) &&
- !timer_started(&skidding_timer))
+ !skidding_timer.started())
{
//vx = 0;
}
/* (Tux): */
- if(!timer_check(&frame_timer))
+ if(!frame_timer.check())
{
- timer_start(&frame_timer,25);
+ frame_timer.start(25);
if (input.right == UP && input.left == UP)
{
frame_main = 1;
void
Player::draw()
{
- if (!timer_started(&safe_timer) || (global_frame_counter % 2) == 0)
+ if (!safe_timer.started() || (global_frame_counter % 2) == 0)
{
if (size == SMALL)
{
- if (timer_started(&invincible_timer))
+ if (invincible_timer.started())
{
/* Draw cape: */
}
else
{
- if (timer_started(&invincible_timer))
+ if (invincible_timer.started())
{
/* Draw cape: */
if (dir == RIGHT)
{
if (!duck)
{
- if (!timer_started(&skidding_timer))
+ if (!skidding_timer.started())
{
if (!jumping || physic.get_velocity_y() > 0)
{
if (!duck)
{
- if (!timer_started(&skidding_timer))
+ if (!skidding_timer.started())
{
if (!jumping || physic.get_velocity_y() > 0)
{
/* Hurt the player if he just touched it: */
if (!pbad_c->dying && !dying &&
- !timer_started(&safe_timer) &&
+ !safe_timer.started() &&
pbad_c->mode != HELD)
{
if (pbad_c->mode == FLAT && input.fire == DOWN)
else
{
/* Hurt if you get hit by kicked laptop: */
- if (!timer_started(&invincible_timer))
+ if (!invincible_timer.started())
{
kill(SHRINK);
}
}
else
{
- if (!timer_started(&invincible_timer ))
+ if (!invincible_timer.started())
{
kill(SHRINK);
}
size = SMALL;
base.height = 32;
- timer_start(&safe_timer,TUX_SAFE_TIME);
+ safe_timer.start(TUX_SAFE_TIME);
}
else
{