#include <SDL_image.h>
#ifndef WIN32
-#include <pwd.h>
#include <sys/types.h>
#include <ctype.h>
#endif
#include "level.h"
#include "gameloop.h"
#include "leveleditor.h"
+#include "scene.h"
+#include "player.h"
+#include "math.h"
+#include "tile.h"
+#include "resources.h"
+
+static texture_type bkg_title;
+static texture_type logo;
+static texture_type img_choose_subset;
+
+static bool walking;
+static Timer random_timer;
-static texture_type bkg_title, img_choose_subset, anim1, anim2;
static SDL_Event event;
static SDLKey key;
-static int quit, frame, pict, i;
+static int frame, i;
+static unsigned int last_update_time;
+static unsigned int update_time;
void display_credits();
{
/* Draw the title background: */
- texture_draw_bg(&bkg_title, NO_UPDATE);
+ texture_draw_bg(&bkg_title);
+}
+
+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;
+ for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
+ {
+ (*p)->simulate(frame_ratio);
+ }
+
+ // Draw particle systems (background)
+ for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
+ {
+ (*p)->draw(scroll_x, 0, 0);
+ }
+ */
+
+ // Draw interactive tiles:
+ for (int y = 0; y < 15; ++y)
+ {
+ for (int x = 0; x < 21; ++x)
+ {
+ Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
+ plevel->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+ }
+ }
+
+ global_frame_counter++;
+ tux->key_event(SDLK_RIGHT,DOWN);
+
+ if(random_timer.check())
+ {
+ if(walking)
+ tux->key_event(SDLK_UP,UP);
+ else
+ tux->key_event(SDLK_UP,DOWN);
+ }
+ else
+ {
+ 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 < tux->base.x)
+ {
+ tux->base.x = tux->base.x - (plevel->width * 32 - 640);
+ scroll_x = tux->base.x - 320;
+ }
+
+
- /* Animate title screen: */
+ float last_tux_x_pos = tux->base.x;
+ tux->action(frame_ratio);
- pict = (frame / 5) % 3;
+ // Jump if tux stays in the same position for one loop, ie. if he is
+ // stuck behind a wall
+ if (last_tux_x_pos == tux->base.x)
+ walking = false;
- if (pict == 0)
- texture_draw_part(&bkg_title, 560, 270, 560, 270, 80, 75, NO_UPDATE);
- else if (pict == 1)
- texture_draw(&anim1, 560, 270, NO_UPDATE);
- else if (pict == 2)
- texture_draw(&anim2, 560, 270, NO_UPDATE);
+ tux->draw();
+
+ /* DEMO end */
}
/* --- TITLE SCREEN --- */
-
-int title(void)
+bool title(void)
{
- int done;
- char str[80];
string_list_type level_subsets;
st_subset subset;
level_subsets = dsubdirs("/levels", "info");
+ random_timer.init(true);
+
+ walking = true;
+
+ st_pause_ticks_init();
+
+ GameSession session(datadir + "/levels/misc/menu.stl");
+
+ //FIXME:activate_particle_systems();
/* Reset menu variables */
menu_reset();
- menu_set_current(&main_menu);
+ Menu::set_current(main_menu);
clearscreen(0, 0, 0);
updatescreen();
/* Load images: */
- texture_load(&bkg_title,datadir + "/images/title/title.png", IGNORE_ALPHA);
- texture_load(&anim1,datadir + "/images/title/title-anim2.png", IGNORE_ALPHA);
- texture_load(&anim2,datadir + "/images/title/title-anim1.png", IGNORE_ALPHA);
+ texture_load(&bkg_title,datadir + "/images/title/background.jpg", IGNORE_ALPHA);
+ texture_load(&logo,datadir + "/images/title/logo.png", USE_ALPHA);
texture_load(&img_choose_subset,datadir + "/images/status/choose-level-subset.png", USE_ALPHA);
/* --- Main title loop: --- */
-
- done = 0;
- quit = 0;
+ bool done = 0;
show_menu = 1;
frame = 0;
/* Draw the title background: */
- texture_draw_bg(&bkg_title, NO_UPDATE);
-
+ texture_draw_bg(&bkg_title);
load_hs();
- while (!done && !quit)
+ update_time = st_get_ticks();
+ random_timer.start(rand() % 2000 + 2000);
+
+ while (!done)
{
+ /* Calculate the movement-factor */
+ 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. */
+ frame_ratio /= 2;
+
/* Handle events: */
while (SDL_PollEvent(&event))
{
+ current_menu->event(event);
if (event.type == SDL_QUIT)
{
- /* Quit event - quit: */
- quit = 1;
+ done = true;
}
else if (event.type == SDL_KEYDOWN)
{
/* Keypress... */
-
key = event.key.keysym.sym;
/* Check for menu events */
- menu_event(&event.key.keysym);
+ //menu_event(event);
if (key == SDLK_ESCAPE)
{
/* Escape: Quit: */
-
- quit = 1;
+ done = true;
}
}
-#ifdef JOY_YES
- else if (event.type == SDL_JOYAXISMOTION && event.jaxis.axis == JOY_Y)
- {
- if (event.jaxis.value > 1024)
- menuaction = MN_DOWN;
- else if (event.jaxis.value < -1024)
- menuaction = MN_UP;
- }
- else if (event.type == SDL_JOYBUTTONDOWN)
- {
- /* Joystick button: Continue: */
-
- menuaction = MN_HIT;
- }
-#endif
-
}
/* Draw the background: */
draw_background();
+ draw_demo(&session, frame_ratio);
+
+ if (current_menu == main_menu)
+ texture_draw(&logo, 160, 30);
+
+ text_draw(&white_small_text,
+ " SuperTux " VERSION "\n"
+ "Copyright (c) 2003 SuperTux Devel Team\n"
+ "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you\n"
+ "are welcome to redistribute it under certain conditions; see the file COPYING\n"
+ "for details.\n",
+ 0, 420, 0);
/* Draw the high score: */
- sprintf(str, "High score: %d", hs_score);
- text_drawf(&gold_text, str, 0, -40, A_HMIDDLE, A_BOTTOM, 1, NO_UPDATE);
- sprintf(str, "by %s", hs_name);
- text_drawf(&gold_text, str, 0, -20, A_HMIDDLE, A_BOTTOM, 1, NO_UPDATE);
+ /*
+ sprintf(str, "High score: %d", hs_score);
+ text_drawf(&gold_text, str, 0, -40, A_HMIDDLE, A_BOTTOM, 1);
+ sprintf(str, "by %s", hs_name);
+ text_drawf(&gold_text, str, 0, -20, A_HMIDDLE, A_BOTTOM, 1);
+ */
/* Don't draw menu, if quit is true */
- if(show_menu && !quit)
+ if(show_menu && !done)
menu_process_current();
- if(current_menu == &main_menu)
+ if(current_menu == main_menu)
{
- switch (menu_check(&main_menu))
+ switch (main_menu->check())
{
- case 2:
+#if 0
+ case 0:
+ // Quick Play
+ // FIXME: obsolete
done = 0;
i = 0;
if(level_subsets.num_items != 0)
subset.load(level_subsets.item[0]);
while(!done)
{
- texture_draw(&img_choose_subset,(screen->w - img_choose_subset.w) / 2, 0, NO_UPDATE);
+ texture_draw(&img_choose_subset,(screen->w - img_choose_subset.w) / 2, 0);
if(level_subsets.num_items != 0)
{
- texture_draw(&subset.image,(screen->w - subset.image.w) / 2 + 25,78,NO_UPDATE);
+ texture_draw(&subset.image,(screen->w - subset.image.w) / 2 + 25,78);
if(level_subsets.num_items > 1)
{
if(i > 0)
- texture_draw(&arrow_left,(screen->w / 2) - ((subset.title.length()+2)*16)/2,20,NO_UPDATE);
+ texture_draw(&arrow_left,(screen->w / 2) - ((subset.title.length()+2)*16)/2,20);
if(i < level_subsets.num_items-1)
- texture_draw(&arrow_right,(screen->w / 2) + ((subset.description.length())*16)/2,20,NO_UPDATE);
+ texture_draw(&arrow_right,(screen->w / 2) + ((subset.description.length())*16)/2,20);
}
- text_drawf(&gold_text, subset.title.c_str(), 0, 20, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
- text_drawf(&gold_text, subset.description.c_str(), 20, -20, A_HMIDDLE, A_BOTTOM, 1, NO_UPDATE);
+ text_drawf(&gold_text, subset.title.c_str(), 0, 20, A_HMIDDLE, A_TOP, 1);
+ text_drawf(&gold_text, subset.description.c_str(), 20, -20, A_HMIDDLE, A_BOTTOM, 1);
}
updatescreen();
SDL_Delay(50);
switch(event.type)
{
case SDL_QUIT:
- done = 1;
- quit = 1;
+ done = true;
break;
case SDL_KEYDOWN: // key pressed
- /* Keypress... */
-
+ // Keypress...
key = event.key.keysym.sym;
if(key == SDLK_LEFT)
}
else if(key == SDLK_SPACE || key == SDLK_RETURN)
{
- done = YES;
+ done = true;
quit = gameloop(subset.name.c_str(),1,ST_GL_PLAY);
subset.free();
}
else if(key == SDLK_ESCAPE)
{
- done = YES;
+ done = true;
}
break;
default:
}
}
}
+ // reset tux
+ scroll_x = 0;
+ titletux.level_begin();
+ update_time = st_get_ticks();
break;
- case 3:
- update_load_save_game_menu(&load_game_menu, YES);
+#endif
+ case 0:
+ // Start Game, ie. goto the slots menu
+ update_load_save_game_menu(load_game_menu, true);
break;
- case 5:
- done = 1;
- quit = leveleditor(1);
+ case 1:
+ // Contrib Menu
+ break;
+ case 3:
+ done = true;
+ done = leveleditor(1);
+ menu_reset();
+ show_menu = 1;
+ Menu::set_current(main_menu);
break;
- case 6:
+ case 4:
display_credits();
break;
- case 8:
- quit = 1;
+ case 5:
+ done = true;
break;
}
}
- else if(current_menu == &options_menu)
+ else if(current_menu == options_menu)
{
process_options_menu();
}
- else if(current_menu == &load_game_menu)
+ else if(current_menu == load_game_menu)
{
- process_save_load_game_menu(NO);
+ 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();
+ update_time = st_get_ticks();
+ }
+ }
+ else if(current_menu == contrib_menu)
+ {
+
}
+ mouse_cursor->draw();
+
flipscreen();
+ /* Set the time of the last update and the time of the current update */
+ last_update_time = update_time;
+ update_time = st_get_ticks();
+
/* Pause: */
frame++;
- SDL_Delay(50);
+ SDL_Delay(25);
}
/* Free surfaces: */
texture_free(&bkg_title);
- texture_free(&anim1);
- texture_free(&anim2);
+ texture_free(&logo);
string_list_free(&level_subsets);
/* Return to main! */
-
- return(quit);
+ return done;
}
#define MAX_VEL 10
{
int done;
int scroll, speed;
- timer_type timer;
+ Timer timer;
int n,d;
int length;
FILE* fi;
}
- timer_init(&timer, SDL_GetTicks());
- timer_start(&timer, 50);
+ timer.init(SDL_GetTicks());
+ timer.start(50);
scroll = 0;
speed = 2;
draw_background();
- text_drawf(&white_big_text, "- Credits -", 0, screen->h-scroll, A_HMIDDLE, A_TOP, 2, NO_UPDATE);
+ text_drawf(&white_big_text, "- Credits -", 0, screen->h-scroll, A_HMIDDLE, A_TOP, 2);
for(i = 0, n = 0, d = 0; i < length; i++,n++,d++)
{
else
{
if(names.item[i][0] == ' ')
- text_drawf(&white_small_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll-10, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ text_drawf(&white_small_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll-10, A_HMIDDLE, A_TOP, 1);
else if(names.item[i][0] == ' ')
- text_drawf(&white_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ text_drawf(&white_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 1);
else if(names.item[i+1][0] == '-' || names.item[i][0] == '-')
- text_drawf(&white_big_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 3, NO_UPDATE);
+ text_drawf(&white_big_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 3);
else
- text_drawf(&blue_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ text_drawf(&blue_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 1);
}
}
-
- texture_draw_part(&bkg_title, 0, 0, 0, 0, 640, 130, NO_UPDATE);
-
flipscreen();
if(60+screen->h+(n*18)+(d*18)-scroll < 0 && 20+60+screen->h+(n*18)+(d*18)-scroll < 0)
SDL_Delay(35);
- if(timer_get_left(&timer) < 0)
+ if(timer.get_left() < 0)
{
frame++;
- timer_start(&timer, 50);
+ timer.start(50);
}
}
string_list_free(&names);
SDL_EnableKeyRepeat(0, 0); // disables key repeating
show_menu = 1;
- menu_set_current(&main_menu);
+ Menu::set_current(main_menu);
}