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);
+}
+
+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);
+ }
- /* Animate title screen: */
+ /* Draw interactive tiles: */
- pict = (frame / 5) % 3;
+ 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)]);
+ }
+ }
- 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);
+ 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();
+
+ // 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)
{
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());
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();
/* 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: --- */
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();
+ 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)
}
}
}
+ // 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);
process_save_load_game_menu(false);
}
+ mouse_cursor->draw();
+
flipscreen();
/* Set the time of the last update and the time of the current update */
/* Free surfaces: */
texture_free(&bkg_title);
- texture_free(&anim1);
- texture_free(&anim2);
+ texture_free(&logo);
string_list_free(&level_subsets);
/* Return to main! */
}
}
-
- 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)