#include "level.h"
#include "gameloop.h"
#include "leveleditor.h"
+#include "scene.h"
+#include "player.h"
+#include "math.h"
+
+void loadshared(void);
+void activate_particle_systems(void);
static texture_type bkg_title, img_choose_subset, anim1, anim2;
static SDL_Event event;
static SDLKey key;
-static int quit, frame, pict, i;
+static int frame, pict, i;
+static unsigned int last_update_time;
+static unsigned int update_time;
void display_credits();
{
/* Draw the title background: */
- texture_draw_bg(&bkg_title, NO_UPDATE);
+ 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, NO_UPDATE);
+ texture_draw_part(&bkg_title, 560, 270, 560, 270, 80, 75);
else if (pict == 1)
- texture_draw(&anim1, 560, 270, NO_UPDATE);
+ texture_draw(&anim1, 560, 270);
else if (pict == 2)
- texture_draw(&anim2, 560, 270, NO_UPDATE);
+ texture_draw(&anim2, 560, 270);
}
/* --- TITLE SCREEN --- */
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;
/* Reset menu variables */
menu_reset();
- menu_set_current(&main_menu);
+ Menu::set_current(main_menu);
clearscreen(0, 0, 0);
updatescreen();
frame = 0;
/* Draw the title background: */
- texture_draw_bg(&bkg_title, NO_UPDATE);
-
+ texture_draw_bg(&bkg_title);
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();
+ /* 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);
+
+
+ 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, NO_UPDATE);
+ 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, NO_UPDATE);
+ text_drawf(&gold_text, str, 0, -20, A_HMIDDLE, A_BOTTOM, 1);
+
/* Don't draw menu, if quit is true */
if(show_menu && !quit)
menu_process_current();
- if(current_menu == &main_menu)
+ if(current_menu == main_menu)
{
- switch (menu_check(&main_menu))
+ switch (main_menu->check())
{
case 2:
done = 0;
subset.load(level_subsets.item[0]);
while(!done)
{
- texture_draw(&img_choose_subset,(screen->w - img_choose_subset.w) / 2, 0, NO_UPDATE);
+ texture_draw(&img_choose_subset,(screen->w - img_choose_subset.w) / 2, 0);
if(level_subsets.num_items != 0)
{
- texture_draw(&subset.image,(screen->w - subset.image.w) / 2 + 25,78,NO_UPDATE);
+ texture_draw(&subset.image,(screen->w - subset.image.w) / 2 + 25,78);
if(level_subsets.num_items > 1)
{
if(i > 0)
- texture_draw(&arrow_left,(screen->w / 2) - ((subset.title.length()+2)*16)/2,20,NO_UPDATE);
+ texture_draw(&arrow_left,(screen->w / 2) - ((subset.title.length()+2)*16)/2,20);
if(i < level_subsets.num_items-1)
- texture_draw(&arrow_right,(screen->w / 2) + ((subset.description.length())*16)/2,20,NO_UPDATE);
+ texture_draw(&arrow_right,(screen->w / 2) + ((subset.description.length())*16)/2,20);
}
- text_drawf(&gold_text, subset.title.c_str(), 0, 20, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
- text_drawf(&gold_text, subset.description.c_str(), 20, -20, A_HMIDDLE, A_BOTTOM, 1, NO_UPDATE);
+ text_drawf(&gold_text, subset.title.c_str(), 0, 20, A_HMIDDLE, A_TOP, 1);
+ text_drawf(&gold_text, subset.description.c_str(), 20, -20, A_HMIDDLE, A_BOTTOM, 1);
}
updatescreen();
SDL_Delay(50);
}
else if(key == SDLK_SPACE || key == SDLK_RETURN)
{
- done = YES;
+ done = true;
quit = gameloop(subset.name.c_str(),1,ST_GL_PLAY);
subset.free();
}
else if(key == SDLK_ESCAPE)
{
- done = YES;
+ done = true;
}
break;
default:
}
break;
case 3:
- update_load_save_game_menu(&load_game_menu, YES);
+ update_load_save_game_menu(load_game_menu, true);
break;
case 5:
done = 1;
break;
}
}
- else if(current_menu == &options_menu)
+ else if(current_menu == options_menu)
{
process_options_menu();
}
- else if(current_menu == &load_game_menu)
+ else if(current_menu == load_game_menu)
{
- process_save_load_game_menu(NO);
+ process_save_load_game_menu(false);
}
+ 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(50);
+ SDL_Delay(25);
}
/* Free surfaces: */
draw_background();
- text_drawf(&white_big_text, "- Credits -", 0, screen->h-scroll, A_HMIDDLE, A_TOP, 2, NO_UPDATE);
+ text_drawf(&white_big_text, "- Credits -", 0, screen->h-scroll, A_HMIDDLE, A_TOP, 2);
for(i = 0, n = 0, d = 0; i < length; i++,n++,d++)
{
else
{
if(names.item[i][0] == ' ')
- text_drawf(&white_small_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll-10, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ text_drawf(&white_small_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll-10, A_HMIDDLE, A_TOP, 1);
else if(names.item[i][0] == ' ')
- text_drawf(&white_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ text_drawf(&white_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 1);
else if(names.item[i+1][0] == '-' || names.item[i][0] == '-')
- text_drawf(&white_big_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 3, NO_UPDATE);
+ text_drawf(&white_big_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 3);
else
- text_drawf(&blue_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ text_drawf(&blue_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 1);
}
}
- texture_draw_part(&bkg_title, 0, 0, 0, 0, 640, 130, NO_UPDATE);
-
+ 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)
SDL_EnableKeyRepeat(0, 0); // disables key repeating
show_menu = 1;
- menu_set_current(&main_menu);
+ Menu::set_current(main_menu);
}