#include "defines.h"
#include "globals.h"
#include "title.h"
-#include "screen.h"
+#include "screen/screen.h"
+#include "screen/texture.h"
#include "high_scores.h"
#include "menu.h"
-#include "texture.h"
#include "timer.h"
#include "setup.h"
#include "level.h"
#include "player.h"
#include "math.h"
#include "tile.h"
+#include "sector.h"
+#include "tilemap.h"
#include "resources.h"
static Surface* bkg_title;
static unsigned int last_update_time;
static unsigned int update_time;
-std::vector<LevelSubset*> contrib_subsets;
-std::string current_contrib_subset;
+static GameSession* titlesession;
+
+static std::vector<LevelSubset*> contrib_subsets;
+static LevelSubset* current_contrib_subset = 0;
void free_contrib_menu()
{
// FIXME: This shouln't be busy looping
LevelSubset& subset = * (contrib_subsets[index]);
- current_contrib_subset = subset.name;
+ current_contrib_subset = ⊂
- std::cout << "Updating the contrib subset menu..." << subset.levels << std::endl;
-
contrib_subset_menu->clear();
contrib_subset_menu->additem(MN_LABEL, subset.title, 0,0);
contrib_subset_menu->additem(MN_HL,"",0,0);
+
for (int i = 1; i <= subset.levels; ++i)
{
- Level level;
- level.load(subset.name, i);
- contrib_subset_menu->additem(MN_ACTION, level.name, 0, 0, i);
+ Level* level = new Level;
+ level->load(subset.get_level_filename(i));
+ contrib_subset_menu->additem(MN_ACTION, level->get_name(), 0, 0, i);
+ delete level;
}
+
contrib_subset_menu->additem(MN_HL,"",0,0);
contrib_subset_menu->additem(MN_BACK, "Back", 0, 0);
+
+ titlesession->get_current_sector()->activate();
+ titlesession->set_current();
}
}
else
{
if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION)
{
- std::cout << "Sarting level: " << index << std::endl;
- GameSession session(current_contrib_subset, index, ST_GL_PLAY);
+ std::cout << "Starting level: " << index << std::endl;
+
+ GameSession session(
+ current_contrib_subset->get_level_filename(index), ST_GL_PLAY);
session.run();
+ player_status.reset();
Menu::set_current(main_menu);
+ titlesession->get_current_sector()->activate();
+ titlesession->set_current();
}
}
}
-void draw_background()
-{
- /* Draw the title background: */
-
- bkg_title->draw_bg();
-}
-
-void draw_demo(GameSession* session, double frame_ratio)
+void draw_demo(double frame_ratio)
{
- World::set_current(session->get_world());
- //World* world = session->get_world();
- Level* plevel = session->get_level();
- Player* tux = session->get_world()->get_tux();
+ Sector* world = titlesession->get_current_sector();
+ Player* tux = world->player;
- session->get_world()->play_music(LEVEL_MUSIC);
+ world->play_music(LEVEL_MUSIC);
- /* 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)
- 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)
- {
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- plevel->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
- }
- }
-
global_frame_counter++;
tux->key_event((SDLKey) keymap.right,DOWN);
random_timer.start(rand() % 3000 + 3000);
walking = !walking;
}
-
+
// Wrap around at the end of the level back to the beginnig
- if(plevel->width * 32 - 320 < tux->base.x)
+ if(world->solids->get_width() * 32 - 320 < tux->base.x)
{
- tux->base.x = tux->base.x - (plevel->width * 32 - 640);
- scroll_x = tux->base.x - 320;
+ tux->level_begin();
}
+ tux->can_jump = true;
float last_tux_x_pos = tux->base.x;
- tux->action(frame_ratio);
+ world->action(frame_ratio);
+
+ // 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)
- walking = false;
+ {
+ walking = false;
+ }
- tux->draw();
+ world->draw(*titlesession->context);
}
/* --- TITLE SCREEN --- */
st_pause_ticks_init();
- GameSession session(datadir + "/levels/misc/menu.stl", 0, ST_GL_DEMO_GAME);
-
- clearscreen(0, 0, 0);
- updatescreen();
+ titlesession = new GameSession(datadir + "/levels/misc/menu.stl", ST_GL_DEMO_GAME);
/* Load images: */
- bkg_title = new Surface(datadir + "/images/title/background.jpg", IGNORE_ALPHA);
+ bkg_title = new Surface(datadir + "/images/background/arctis.jpg", IGNORE_ALPHA);
logo = new Surface(datadir + "/images/title/logo.png", USE_ALPHA);
img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", USE_ALPHA);
/* --- Main title loop: --- */
frame = 0;
- /* Draw the title background: */
- bkg_title->draw_bg();
-
update_time = st_get_ticks();
random_timer.start(rand() % 2000 + 2000);
Menu::set_current(main_menu);
+ DrawingContext& context = *titlesession->context;
while (Menu::current())
{
// if we spent to much time on a menu entry
}
/* Draw the background: */
- draw_background();
- draw_demo(&session, frame_ratio);
-
+ draw_demo(frame_ratio);
+
if (Menu::current() == main_menu)
- logo->draw( 160, 30);
+ context.draw_surface(logo, Vector(screen->w/2 - logo->w/2, 30),
+ LAYER_FOREGROUND1+1);
- white_small_text->draw(" 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);
+ context.draw_text(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", Vector(0, screen->h - 70), LAYER_FOREGROUND1);
/* Don't draw menu, if quit is true */
Menu* menu = Menu::current();
if(menu)
{
- menu->draw();
+ menu->draw(context);
menu->action();
if(menu == main_menu)
generate_contrib_menu();
break;
case MNID_LEVELEDITOR:
- leveleditor(1);
+ // TODO
+ //leveleditor();
Menu::set_current(main_menu);
break;
case MNID_CREDITS:
}
else if(menu == load_game_menu)
{
- if (process_load_game_menu())
+ if(event.key.keysym.sym == SDLK_DELETE)
+ {
+ int slot = menu->get_active_item_id();
+ char str[1024];
+ sprintf(str,"Are you sure you want to delete slot %d?", slot);
+
+ if(confirm_dialog(bkg_title, str))
+ {
+ sprintf(str,"%s/slot%d.stsg", st_save_dir, slot);
+ printf("Removing: %s\n",str);
+ remove(str);
+ }
+
+ update_load_save_game_menu(load_game_menu);
+ Menu::set_current(main_menu);
+ update_time = st_get_ticks();
+ }
+ else if (process_load_game_menu())
{
// FIXME: shouldn't be needed if GameSession doesn't relay on global variables
- // reset tux
- scroll_x = 0;
+ titlesession->get_current_sector()->activate();
+ titlesession->set_current();
//titletux.level_begin();
update_time = st_get_ticks();
}
}
}
- mouse_cursor->draw();
-
- flipscreen();
+ mouse_cursor->draw(context);
+
+ context.do_drawing();
/* Set the time of the last update and the time of the current update */
last_update_time = update_time;
/* Free surfaces: */
free_contrib_menu();
+ delete titlesession;
delete bkg_title;
delete logo;
delete img_choose_subset;