#include "math.h"
void loadshared(void);
-void activate_particle_systems(void);
-static texture_type bkg_title, img_choose_subset, anim1, anim2;
+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;
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: */
+void draw_demo(Level* plevel)
+{
+ /* FIXME:
+ // update particle systems
+ std::vector<ParticleSystem*>::iterator p;
+ for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
+ {
+ (*p)->simulate(frame_ratio);
+ }
- pict = (frame / 5) % 3;
+ // Draw particle systems (background)
+ for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
+ {
+ (*p)->draw(scroll_x, 0, 0);
+ }
+ */
- 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);
+ // 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,
+ plevel->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+ }
+ }
+
+ global_frame_counter++;
+ titletux.key_event(SDLK_RIGHT,DOWN);
+
+ 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;
+ }
+
+ // Wrap around at the end of the level back to the beginnig
+ if(plevel->width * 32 - 320 < titletux.base.x)
+ {
+ 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;
- 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;
+
+ walking = true;
titletux.init();
+
st_pause_ticks_init();
- st_pause_ticks_stop();
- 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;
+ //gravity = 5;
/* Reset menu variables */
menu_reset();
/* 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;
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();
-
- /* DEMO begin */
- /* 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)
- {
- drawshape(32*x - fmodf(scroll_x, 32), y * 32,
- current_level.ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
- }
- }
-
- global_frame_counter++;
- titletux.key_event(SDLK_RIGHT,DOWN);
-
+ draw_demo(session.get_level());
- 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();
+ if (current_menu == main_menu)
+ texture_draw(&logo, 160, 30);
- /* DEMO end */
+ 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);
- 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)
}
}
}
+ // reset tux
+ scroll_x = 0;
+ 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();
/* 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
}
}
-
- 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)