// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
+#include <config.h>
#include <iostream>
#include <sstream>
#include "video/surface.h"
#include "high_scores.h"
#include "gui/menu.h"
-#include "special/timer.h"
+#include "timer.h"
#include "special/frame_rate.h"
#include "app/setup.h"
#include "level.h"
#include "sector.h"
#include "tilemap.h"
#include "resources.h"
-#include "special/base.h"
#include "app/gettext.h"
#include "misc.h"
#include "camera.h"
static Surface* img_choose_subset;
static bool walking;
-static Timer random_timer;
+static Timer2 random_timer;
static int frame;
void generate_contrib_menu()
{
- /** Generating contrib levels list by making use of Level Subset */
+ /** Generating contrib levels list by making use of Level Subset */
std::set<std::string> level_subsets = FileSystem::dsubdirs("/levels", "info");
free_contrib_menu();
/** get level's title */
std::string level_title = "<no title>";
- LispReader* reader = LispReader::load(subset.get_level_filename(i), "supertux-level");
+ std::string filename = subset.get_level_filename(i);
+ std::string filepath;
+ filepath = st_dir + "/levels/" + filename;
+ if (access(filepath.c_str(), R_OK) != 0)
+ {
+ filepath = datadir + "/levels/" + filename;
+ if (access(filepath.c_str(), R_OK) != 0)
+ {
+ std::cerr << "Error: Level: couldn't find level: " << filename << std::endl;
+ continue;
+ }
+ }
+
+ LispReader* reader = LispReader::load(filepath, "supertux-level");
if(!reader)
{
std::cerr << "Error: Could not open level file. Ignoring...\n";
}
}
-void draw_demo(double frame_ratio)
+void draw_demo(float elapsed_time)
{
Sector* world = titlesession->get_current_sector();
Player* tux = world->player;
world->play_music(LEVEL_MUSIC);
- global_frame_counter++;
tux->key_event((SDLKey) keymap.right,DOWN);
- if(random_timer.check())
- {
+ if(random_timer.check()) {
+ random_timer.start(float(rand() % 3000 + 3000) / 1000.);
+ walking = !walking;
+ } else {
if(walking)
tux->key_event((SDLKey) keymap.jump,UP);
else
tux->key_event((SDLKey) keymap.jump,DOWN);
- }
- else
- {
- random_timer.start(rand() % 3000 + 3000);
- walking = !walking;
- }
+ }
// Wrap around at the end of the level back to the beginnig
- if(world->solids->get_width() * 32 - 320 < tux->base.x)
+ if(world->solids->get_width() * 32 - 320 < tux->get_pos().x)
{
tux->level_begin();
- world->camera->reset(Vector(tux->base.x, tux->base.y));
+ world->camera->reset(tux->get_pos());
}
tux->can_jump = true;
- float last_tux_x_pos = tux->base.x;
- world->action(frame_ratio);
+ float last_tux_x_pos = tux->get_pos().x;
+ world->action(elapsed_time);
// 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)
+ if (last_tux_x_pos == tux->get_pos().x)
{
walking = false;
}
walking = true;
LevelEditor* leveleditor;
- random_timer.init(true);
Ticks::pause_init();
- titlesession = new GameSession(datadir + "/levels/misc/menu.stl", ST_GL_DEMO_GAME);
+ titlesession = new GameSession("misc/menu.stl", ST_GL_DEMO_GAME);
/* Load images: */
bkg_title = new Surface(datadir + "/images/background/arctis.jpg", false);
/* --- Main title loop: --- */
frame = 0;
- frame_rate.set_frame_limit(false);
-
- random_timer.start(rand() % 2000 + 2000);
+ random_timer.start(float(rand() % 2000 + 2000) / 1000.0);
+ Uint32 lastticks = SDL_GetTicks();
+
Menu::set_current(main_menu);
DrawingContext& context = *titlesession->context;
while (Menu::current())
{
- // if we spent to much time on a menu entry
- frame_rate.smooth_hanger();
-
// Calculate the movement-factor
- double frame_ratio = frame_rate.get();
+ Uint32 ticks = SDL_GetTicks();
+ float elapsed_time = float(ticks - lastticks) / 1000.;
+ global_time += elapsed_time;
+ lastticks = ticks;
+ // 40fps is minimum
+ if(elapsed_time > .04)
+ elapsed_time = .04;
- 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;
+ /* Lower the speed so that Tux doesn't jump too hectically throught
+ the demo. */
+ elapsed_time /= 2;
SDL_Event event;
while (SDL_PollEvent(&event))
}
/* Draw the background: */
- draw_demo(frame_ratio);
+ draw_demo(elapsed_time);
if (Menu::current() == main_menu)
context.draw_surface(logo, Vector(screen->w/2 - logo->w/2, 30),
LAYER_FOREGROUND1+1);
- context.draw_text(white_small_text, " SuperTux " VERSION "\n", Vector(0, screen->h - 70), LEFT_ALLIGN, LAYER_FOREGROUND1);
+ context.draw_text(white_small_text, " SuperTux " PACKAGE_VERSION "\n",
+ Vector(0, screen->h - 70), LEFT_ALLIGN, LAYER_FOREGROUND1);
context.draw_text(white_small_text,
_("Copyright (c) 2003 SuperTux Devel Team\n"
"This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you\n"
break;
case MNID_CREDITS:
fadeout(500);
- display_text_file("CREDITS", SCROLL_SPEED_CREDITS, white_big_text , white_text, white_small_text, blue_text );
+ display_text_file("credits.txt", SCROLL_SPEED_CREDITS, white_big_text , white_text, white_small_text, blue_text );
fadeout(500);
Menu::set_current(main_menu);
break;
/* Pause: */
frame++;
- SDL_Delay(25);
}
/* Free surfaces: */