- fixed menu/logo overdraw problem
[supertux.git] / src / title.cpp
index a6f24fd..da8cdfa 100644 (file)
 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;
 
@@ -56,17 +63,69 @@ void draw_background()
   /* Draw the title background: */
 
   texture_draw_bg(&bkg_title);
+}
+
+void draw_demo()
+{
+  /* 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;
+    }
+  
+  // Wrap around at the end of the level back to the beginnig
+  if(current_level.width * 32 - 320 < titletux.base.x)
+    {
+      titletux.base.x = titletux.base.x - (current_level.width * 32 - 640);
+      scroll_x = titletux.base.x - 320;
+    }
+
+  float last_tux_x_pos = titletux.base.x;
+  titletux.action();
 
-  /* Animate title screen: */
+  // 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;
 
-  pict = (frame / 5) % 3;
+  titletux.draw();
 
-  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);
+  /* DEMO end */
 }
 
 /* --- TITLE SCREEN --- */
@@ -74,23 +133,21 @@ void draw_background()
 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;
+
+  walking = true;
   titletux.init();
+
   st_pause_ticks_init();
-  st_pause_ticks_stop();
 
   level_load(&current_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();
@@ -101,9 +158,8 @@ int title(void)
 
   /* 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: --- */
@@ -160,66 +216,26 @@ int title(void)
 
       /* Draw the background: */
       draw_background();
+      draw_demo();
 
-      /* 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 (current_menu == main_menu)
+        texture_draw(&logo, 160, 30);
 
-      
-      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 */
+      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);
-
+      */
 
       /* Don't draw menu, if quit is true */
       if(show_menu && !quit)
@@ -301,6 +317,10 @@ int title(void)
                         }
                     }
                 }
+              // 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);
@@ -342,8 +362,7 @@ int title(void)
   /* Free surfaces: */
 
   texture_free(&bkg_title);
-  texture_free(&anim1);
-  texture_free(&anim2);
+  texture_free(&logo);
   string_list_free(&level_subsets);
 
   /* Return to main! */
@@ -461,9 +480,6 @@ void display_credits()
             }
         }
 
-
-      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)