static unsigned int last_update_time;
static unsigned int update_time;
-std::vector<st_subset> contrib_subsets;
+std::vector<LevelSubset*> contrib_subsets;
std::string current_contrib_subset;
+void free_contrib_menu()
+{
+ for(std::vector<LevelSubset*>::iterator i = contrib_subsets.begin();
+ i != contrib_subsets.end(); ++i)
+ delete *i;
+
+ contrib_subsets.clear();
+ contrib_menu->clear();
+}
+
void generate_contrib_menu()
{
string_list_type level_subsets = dsubdirs("/levels", "info");
- contrib_menu->clear();
+ free_contrib_menu();
+
contrib_menu->additem(MN_LABEL,"Contrib Levels",0,0);
contrib_menu->additem(MN_HL,"",0,0);
for (int i = 0; i < level_subsets.num_items; ++i)
{
- st_subset subset;
- subset.load(level_subsets.item[i]);
- contrib_menu->additem(MN_GOTO, subset.title.c_str(), i,
+ LevelSubset* subset = new LevelSubset();
+ subset->load(level_subsets.item[i]);
+ contrib_menu->additem(MN_GOTO, subset->title.c_str(), i,
contrib_subset_menu, i+1);
contrib_subsets.push_back(subset);
}
{
current_subset = index;
// FIXME: This shouln't be busy looping
- st_subset& subset = contrib_subsets[index];
+ LevelSubset& subset = * (contrib_subsets[index]);
current_contrib_subset = subset.name;
for (int i = 1; i <= subset.levels; ++i)
{
Level level;
- level.load(subset.name, i);
+ level.load(subset.name, i, 0);
contrib_subset_menu->additem(MN_ACTION, level.name, 0, 0, i);
}
contrib_subset_menu->additem(MN_HL,"",0,0);
{
if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION)
{
- std::cout << "Sarting level: " << index << std::endl;
+ std::cout << "Starting level: " << index << std::endl;
GameSession session(current_contrib_subset, index, ST_GL_PLAY);
session.run();
+ player_status.reset();
Menu::set_current(main_menu);
}
}
void draw_demo(GameSession* session, double frame_ratio)
{
- World::set_current(session->get_world());
- //World* world = session->get_world();
+ World* world = session->get_world();
+ World::set_current(world);
Level* plevel = session->get_level();
- Player* tux = session->get_world()->get_tux();
+ Player* tux = world->get_tux();
- session->get_world()->play_music(LEVEL_MUSIC);
+ world->play_music(LEVEL_MUSIC);
- /* 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((SDLKey) keymap.right,DOWN);
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;
+ tux->level_begin();
}
+ tux->can_jump = true;
float last_tux_x_pos = tux->base.x;
- tux->action(frame_ratio);
+ world->action(frame_ratio);
+
+ // disabled for now, since with the new jump code we easily get deadlocks
// 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;
+ {
+ walking = false;
+ }
- tux->draw();
+ world->draw();
}
/* --- TITLE SCREEN --- */
void title(void)
{
- st_subset subset;
random_timer.init(true);
walking = true;
updatescreen();
/* Load images: */
- bkg_title = new Surface(datadir + "/images/title/background.jpg", IGNORE_ALPHA);
+ bkg_title = new Surface(datadir + "/images/background/arctis.jpg", IGNORE_ALPHA);
logo = new Surface(datadir + "/images/title/logo.png", USE_ALPHA);
img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", USE_ALPHA);
}
/* Draw the background: */
- draw_background();
draw_demo(&session, frame_ratio);
if (Menu::current() == main_menu)
- logo->draw( 160, 30);
+ logo->draw(screen->w/2 - logo->w/2, 30);
white_small_text->draw(" 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);
+ 0, screen->h - 70, 0);
/* Don't draw menu, if quit is true */
Menu* menu = Menu::current();
generate_contrib_menu();
break;
case MNID_LEVELEDITOR:
- leveleditor(1);
+ leveleditor();
Menu::set_current(main_menu);
break;
case MNID_CREDITS:
- display_text_file("CREDITS", bkg_title);
+ display_text_file("CREDITS", bkg_title, SCROLL_SPEED_CREDITS);
Menu::set_current(main_menu);
break;
case MNID_QUITMAINMENU:
}
else if(menu == load_game_menu)
{
- if (process_load_game_menu())
+ if(event.key.keysym.sym == SDLK_DELETE)
+ {
+ int slot = menu->get_active_item_id();
+ char str[1024];
+ sprintf(str,"Are you sure you want to delete slot %d?", slot);
+
+ draw_background();
+
+ if(confirm_dialog(str))
+ {
+ sprintf(str,"%s/slot%d.stsg", st_save_dir, slot);
+ printf("Removing: %s\n",str);
+ remove(str);
+ }
+
+ update_load_save_game_menu(load_game_menu);
+ Menu::set_current(main_menu);
+ update_time = st_get_ticks();
+ }
+ else 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();
}
}
/* Free surfaces: */
+ free_contrib_menu();
delete bkg_title;
delete logo;
+ delete img_choose_subset;
}
+// EOF //
+