#include "player.h"
#include "math.h"
-static texture_type bkg_title, img_choose_subset, anim1, anim2;
+void loadshared(void);
+void activate_particle_systems(void);
+
+static texture_type bkg_title;
+static texture_type logo;
+static texture_type img_choose_subset;
+
static SDL_Event event;
static SDLKey key;
-static int frame, pict, i;
+static int frame, i;
static unsigned int last_update_time;
static unsigned int update_time;
/* Draw the title background: */
texture_draw_bg(&bkg_title);
-
- /* Animate title screen: */
-
- pict = (frame / 5) % 3;
-
- if (pict == 0)
- texture_draw_part(&bkg_title, 560, 270, 560, 270, 80, 75);
- else if (pict == 1)
- texture_draw(&anim1, 560, 270);
- else if (pict == 2)
- texture_draw(&anim2, 560, 270);
}
-void loadshared(void);
-void activate_particle_systems(void);
/* --- TITLE SCREEN --- */
int title(void)
{
int done;
- char str[80];
string_list_type level_subsets;
st_subset subset;
level_subsets = dsubdirs("/levels", "info");
+ timer_type random_timer;
+ timer_init(&random_timer, true);
+ bool walking = true;
Player titletux;
titletux.init();
st_pause_ticks_init();
- st_pause_ticks_stop();
level_load(¤t_level, (datadir + "/levels/misc/menu.stl").c_str());
loadshared();
activate_particle_systems();
/* Lower the gravity that tux doesn't jump to hectically through the demo */
- gravity = 5;
-
+ //gravity = 5;
+
/* Reset menu variables */
menu_reset();
Menu::set_current(main_menu);
/* 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: --- */
load_hs();
update_time = st_get_ticks();
-
+ timer_start(&random_timer, rand() % 2000 + 2000);
+
while (!done && !quit)
{
-
+
/* Calculate the movement-factor */
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))
{
+ menu_event(event);
if (event.type == SDL_QUIT)
{
/* Quit event - quit: */
key = event.key.keysym.sym;
/* Check for menu events */
- menu_event(&event.key.keysym);
+ //menu_event(event);
if (key == SDLK_ESCAPE)
{
quit = 1;
}
}
- else if (event.type == SDL_JOYAXISMOTION && event.jaxis.axis == JOY_Y)
- {
- if (event.jaxis.value > 1024)
- menuaction = MENU_ACTION_DOWN;
- else if (event.jaxis.value < -1024)
- menuaction = MENU_ACTION_UP;
- }
- else if (event.type == SDL_JOYBUTTONDOWN)
- {
- /* Joystick button: Continue: */
- menuaction = MENU_ACTION_HIT;
- }
}
-
+
/* Draw the background: */
draw_background();
global_frame_counter++;
titletux.key_event(SDLK_RIGHT,DOWN);
- titletux.key_event(SDLK_UP,DOWN);
- if(current_level.width * 32 - 320 < titletux.base.x)
- {
- titletux.base.x = 160;
- scroll_x = 0;
- }
+ if(timer_check(&random_timer))
+ {
+ if(walking)
+ titletux.key_event(SDLK_UP,UP);
+ else
+ titletux.key_event(SDLK_UP,DOWN);
+ }
+ else
+ {
+ timer_start(&random_timer, rand() % 3000 + 3000);
+ walking = !walking;
+ }
+
+ if(current_level.width * 32 - 320 < titletux.base.x)
+ {
+ titletux.base.x = 160;
+ scroll_x = 0;
+ }
+
titletux.action();
titletux.draw();
-
+
/* DEMO end */
/* Draw the high score: */
+ /*
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)
}
}
}
+ // reset tux
+ scroll_x = 0;
+ titletux.level_begin();
+ update_time = st_get_ticks();
break;
case 3:
update_load_save_game_menu(load_game_menu, true);
{
process_save_load_game_menu(false);
}
-
+
+ texture_draw(&logo, 160, 30);
+
+ 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(25);
}
/* Free surfaces: */
- level_free(¤t_level);
texture_free(&bkg_title);
- texture_free(&anim1);
- texture_free(&anim2);
+ texture_free(&logo);
string_list_free(&level_subsets);
/* Return to main! */
}
}
-
- texture_draw_part(&bkg_title, 0, 0, 0, 0, 640, 130);
-
flipscreen();
if(60+screen->h+(n*18)+(d*18)-scroll < 0 && 20+60+screen->h+(n*18)+(d*18)-scroll < 0)