#include "math.h"
void loadshared(void);
-void activate_particle_systems(void);
static texture_type bkg_title;
static texture_type logo;
texture_draw_bg(&bkg_title);
}
-void draw_demo()
+void draw_demo(Level* plevel)
{
- /* DEMO begin */
- /* update particle systems */
+ /* 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) */
+ // Draw particle systems (background)
for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
{
(*p)->draw(scroll_x, 0, 0);
}
+ */
- /* Draw interactive tiles: */
-
+ // Draw interactive tiles:
for (int y = 0; y < 15; ++y)
{
for (int x = 0; x < 21; ++x)
{
drawshape(32*x - fmodf(scroll_x, 32), y * 32,
- current_level.ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+ plevel->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
}
}
timer_start(&random_timer, rand() % 3000 + 3000);
walking = !walking;
}
-
- if(current_level.width * 32 - 320 < titletux.base.x)
+
+ // Wrap around at the end of the level back to the beginnig
+ if(plevel->width * 32 - 320 < titletux.base.x)
{
- titletux.base.x = 160;
- scroll_x = 0;
+ titletux.base.x = titletux.base.x - (plevel->width * 32 - 640);
+ scroll_x = titletux.base.x - 320;
}
+ float last_tux_x_pos = titletux.base.x;
titletux.action();
+
+ // 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)
+ walking = false;
+
titletux.draw();
/* DEMO end */
/* --- TITLE SCREEN --- */
-int title(void)
+bool title(void)
{
- int done;
string_list_type level_subsets;
st_subset subset;
level_subsets = dsubdirs("/levels", "info");
st_pause_ticks_init();
- level_load(¤t_level, (datadir + "/levels/misc/menu.stl").c_str());
+ GameSession session(datadir + "/levels/misc/menu.stl");
loadshared();
- activate_particle_systems();
+ //FIXME:activate_particle_systems();
/* Lower the gravity that tux doesn't jump to hectically through the demo */
//gravity = 5;
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;
update_time = st_get_ticks();
timer_start(&random_timer, rand() % 2000 + 2000);
- while (!done && !quit)
+ while (!done)
{
-
/* 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. */
while (SDL_PollEvent(&event))
{
- menu_event(event);
+ 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 */
if (key == SDLK_ESCAPE)
{
/* Escape: Quit: */
-
- quit = 1;
+ done = true;
}
}
}
/* Draw the background: */
draw_background();
- draw_demo();
- texture_draw(&logo, 160, 30);
+ draw_demo(session.get_level());
+
+ 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"
/* 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);
+ 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)
{
switch (main_menu->check())
{
- case 2:
+#if 0
+ case 0:
+ // Quick Play
+ // FIXME: obsolete
done = 0;
i = 0;
if(level_subsets.num_items != 0)
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)
titletux.level_begin();
update_time = st_get_ticks();
break;
- case 3:
+#endif
+ case 0:
+ // Start Game, ie. goto the slots menu
update_load_save_game_menu(load_game_menu, true);
break;
- case 5:
+ case 1:
+ // Contrib Menu
+ break;
+ case 3:
done = 1;
- quit = leveleditor(1);
+ done = leveleditor(1);
break;
- case 6:
+ case 4:
display_credits();
break;
- case 8:
- quit = 1;
+ case 5:
+ done = true;
break;
}
}
}
else if(current_menu == load_game_menu)
{
- process_save_load_game_menu(false);
+ if (process_load_game_menu())
+ {
+ // reset tux
+ scroll_x = 0;
+ titletux.level_begin();
+ update_time = st_get_ticks();
+ }
+ }
+ else if(current_menu == contrib_menu)
+ {
+
}
mouse_cursor->draw();
string_list_free(&level_subsets);
/* Return to main! */
-
- return(quit);
+ return done;
}
#define MAX_VEL 10