#include "scene.h"
#include "player.h"
#include "math.h"
-
-void loadshared(void);
-void activate_particle_systems(void);
+#include "tile.h"
+#include "resources.h"
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 Timer random_timer;
static SDL_Event event;
static SDLKey key;
texture_draw_bg(&bkg_title);
}
-void draw_demo()
+void draw_demo(GameSession* session, double frame_ratio)
{
- /* DEMO begin */
- /* update particle systems */
+ World::set_current(session->get_world());
+ //World* world = session->get_world();
+ Level* plevel = session->get_level();
+ Player* tux = session->get_world()->get_tux();
+
+ /* 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) */
+ // Draw particle systems (background)
for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
{
(*p)->draw(scroll_x, 0, 0);
}
+ */
- /* Draw interactive tiles: */
-
+ // 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)]);
+ Tile::draw(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);
+ tux->key_event(SDLK_RIGHT,DOWN);
- if(timer_check(&random_timer))
+ if(random_timer.check())
{
if(walking)
- titletux.key_event(SDLK_UP,UP);
+ tux->key_event(SDLK_UP,UP);
else
- titletux.key_event(SDLK_UP,DOWN);
+ tux->key_event(SDLK_UP,DOWN);
}
else
{
- timer_start(&random_timer, rand() % 3000 + 3000);
+ random_timer.start(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)
+ if(plevel->width * 32 - 320 < tux->base.x)
{
- titletux.base.x = titletux.base.x - (current_level.width * 32 - 640);
- scroll_x = titletux.base.x - 320;
+ tux->base.x = tux->base.x - (plevel->width * 32 - 640);
+ scroll_x = tux->base.x - 320;
}
- float last_tux_x_pos = titletux.base.x;
- titletux.action();
+
+
+ float last_tux_x_pos = tux->base.x;
+ tux->action(frame_ratio);
// 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)
+ if (last_tux_x_pos == tux->base.x)
walking = false;
- titletux.draw();
+ tux->draw();
/* DEMO end */
}
/* --- TITLE SCREEN --- */
-
-int title(void)
+bool title(void)
{
- int done;
string_list_type level_subsets;
st_subset subset;
level_subsets = dsubdirs("/levels", "info");
- timer_init(&random_timer, true);
+ random_timer.init(true);
walking = true;
- titletux.init();
st_pause_ticks_init();
- level_load(¤t_level, (datadir + "/levels/misc/menu.stl").c_str());
+ GameSession session(datadir + "/levels/misc/menu.stl");
loadshared();
- activate_particle_systems();
- /* Lower the gravity that tux doesn't jump to hectically through the demo */
- //gravity = 5;
+
+ //FIXME:activate_particle_systems();
/* Reset menu variables */
menu_reset();
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;
load_hs();
update_time = st_get_ticks();
- timer_start(&random_timer, rand() % 2000 + 2000);
+ random_timer.start(rand() % 2000 + 2000);
- while (!done && !quit)
+ while (!done)
{
-
/* Calculate the movement-factor */
- frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
+ double 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. */
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();
- draw_demo();
-
+ draw_demo(&session, frame_ratio);
+
if (current_menu == main_menu)
texture_draw(&logo, 160, 30);
/* 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())
{
+#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)
titletux.level_begin();
update_time = st_get_ticks();
break;
- case 1:
+#endif
+ case 0:
+ // Start Game, ie. goto the slots menu
update_load_save_game_menu(load_game_menu, true);
break;
+ case 1:
+ // Contrib Menu
+ break;
case 3:
done = 1;
- quit = leveleditor(1);
+ done = leveleditor(1);
break;
case 4:
display_credits();
break;
case 5:
- quit = 1;
+ done = true;
break;
}
}
}
else if(current_menu == load_game_menu)
{
- process_save_load_game_menu(false);
+ 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();
+ }
+ }
+ else if(current_menu == contrib_menu)
+ {
+
}
mouse_cursor->draw();
string_list_free(&level_subsets);
/* Return to main! */
-
- return(quit);
+ return done;
}
#define MAX_VEL 10
{
int done;
int scroll, speed;
- timer_type timer;
+ Timer timer;
int n,d;
int length;
FILE* fi;
}
- timer_init(&timer, SDL_GetTicks());
- timer_start(&timer, 50);
+ timer.init(SDL_GetTicks());
+ timer.start(50);
scroll = 0;
speed = 2;
SDL_Delay(35);
- if(timer_get_left(&timer) < 0)
+ if(timer.get_left() < 0)
{
frame++;
- timer_start(&timer, 50);
+ timer.start(50);
}
}
string_list_free(&names);