#include "player.h"
#include "math.h"
#include "tile.h"
-
-void loadshared(void);
+#include "resources.h"
static texture_type bkg_title;
static texture_type logo;
static texture_type img_choose_subset;
static bool walking;
-static Player titletux;
static timer_type random_timer;
static SDL_Event event;
texture_draw_bg(&bkg_title);
}
-void draw_demo(Level* plevel)
+void draw_demo(GameSession* session, double frame_ratio)
{
+ World::set_current(session->get_world());
+ //World* world = session->get_world();
+ Level* plevel = session->get_level();
+ Player* tux = session->get_world()->get_tux();
+
/* FIXME:
// update particle systems
std::vector<ParticleSystem*>::iterator p;
}
global_frame_counter++;
- titletux.key_event(SDLK_RIGHT,DOWN);
+ tux->key_event(SDLK_RIGHT,DOWN);
- if(timer_check(&random_timer))
+ if(random_timer.check())
{
if(walking)
- titletux.key_event(SDLK_UP,UP);
+ tux->key_event(SDLK_UP,UP);
else
- titletux.key_event(SDLK_UP,DOWN);
+ tux->key_event(SDLK_UP,DOWN);
}
else
{
- timer_start(&random_timer, rand() % 3000 + 3000);
+ random_timer.start(rand() % 3000 + 3000);
walking = !walking;
}
// Wrap around at the end of the level back to the beginnig
- if(plevel->width * 32 - 320 < titletux.base.x)
+ if(plevel->width * 32 - 320 < tux->base.x)
{
- titletux.base.x = titletux.base.x - (plevel->width * 32 - 640);
- scroll_x = titletux.base.x - 320;
+ tux->base.x = tux->base.x - (plevel->width * 32 - 640);
+ scroll_x = tux->base.x - 320;
}
- float last_tux_x_pos = titletux.base.x;
- titletux.action();
+
+
+ float last_tux_x_pos = tux->base.x;
+ tux->action(frame_ratio);
// Jump if tux stays in the same position for one loop, ie. if he is
// stuck behind a wall
- if (last_tux_x_pos == titletux.base.x)
+ if (last_tux_x_pos == tux->base.x)
walking = false;
- titletux.draw();
+ tux->draw();
/* DEMO end */
}
/* --- TITLE SCREEN --- */
-
bool title(void)
{
string_list_type level_subsets;
st_subset subset;
level_subsets = dsubdirs("/levels", "info");
- timer_init(&random_timer, true);
+ random_timer.init(true);
walking = true;
- titletux.init();
st_pause_ticks_init();
GameSession session(datadir + "/levels/misc/menu.stl");
loadshared();
+
//FIXME:activate_particle_systems();
- /* Lower the gravity that tux doesn't jump to hectically through the demo */
- //gravity = 5;
/* Reset menu variables */
menu_reset();
load_hs();
update_time = st_get_ticks();
- timer_start(&random_timer, rand() % 2000 + 2000);
+ random_timer.start(rand() % 2000 + 2000);
while (!done)
{
/* Calculate the movement-factor */
- frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
+ double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
/* Lower the frame_ratio that Tux doesn't jump to hectically throught the demo. */
/* Draw the background: */
draw_background();
- draw_demo(session.get_level());
+ draw_demo(&session, frame_ratio);
if (current_menu == main_menu)
texture_draw(&logo, 160, 30);
{
if (process_load_game_menu())
{
+ // FIXME: shouldn't be needed if GameSession doesn't relay on global variables
// reset tux
scroll_x = 0;
- titletux.level_begin();
+ //titletux.level_begin();
update_time = st_get_ticks();
}
}
}
- timer_init(&timer, SDL_GetTicks());
- timer_start(&timer, 50);
+ timer.init(SDL_GetTicks());
+ timer.start(50);
scroll = 0;
speed = 2;
if(timer_get_left(&timer) < 0)
{
frame++;
- timer_start(&timer, 50);
+ timer.start(50);
}
}
string_list_free(&names);