static texture_type img_choose_subset;
static bool walking;
-static timer_type random_timer;
+static Timer random_timer;
static SDL_Event event;
static SDLKey key;
texture_draw_bg(&bkg_title);
}
-void draw_demo(GameSession* session)
+void draw_demo(GameSession* session, double frame_ratio)
{
World::set_current(session->get_world());
//World* world = session->get_world();
global_frame_counter++;
tux->key_event(SDLK_RIGHT,DOWN);
- if(timer_check(&random_timer))
+ if(random_timer.check())
{
if(walking)
tux->key_event(SDLK_UP,UP);
}
else
{
- timer_start(&random_timer, rand() % 3000 + 3000);
+ random_timer.start(rand() % 3000 + 3000);
walking = !walking;
}
scroll_x = tux->base.x - 320;
}
+
+
float last_tux_x_pos = tux->base.x;
- tux->action();
+ tux->action(frame_ratio);
// Jump if tux stays in the same position for one loop, ie. if he is
// stuck behind a wall
string_list_type level_subsets;
st_subset subset;
level_subsets = dsubdirs("/levels", "info");
- timer_init(&random_timer, true);
+ random_timer.init(true);
walking = true;
st_pause_ticks_init();
GameSession session(datadir + "/levels/misc/menu.stl");
- loadshared();
//FIXME:activate_particle_systems();
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. */
while (SDL_PollEvent(&event))
{
- menu_event(event);
+ current_menu->event(event);
if (event.type == SDL_QUIT)
{
done = true;
/* Draw the background: */
draw_background();
- draw_demo(&session);
+ draw_demo(&session, frame_ratio);
if (current_menu == main_menu)
texture_draw(&logo, 160, 30);
// Contrib Menu
break;
case 3:
- done = 1;
+ done = true;
done = leveleditor(1);
+ menu_reset();
+ show_menu = 1;
+ Menu::set_current(main_menu);
break;
case 4:
display_credits();
{
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;
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);