static Surface* logo;
//static Surface* img_choose_subset;
-static bool walking;
-static Timer random_timer;
-
static int frame;
static GameSession* titlesession;
void draw_demo(float elapsed_time)
{
+ static Timer randomWaitTimer;
+ static Timer jumpPushTimer;
+ static Timer jumpRecoverTimer;
static float last_tux_x_pos = -1;
static float last_tux_y_pos = -1;
+
Sector* sector = titlesession->get_current_sector();
Player* tux = sector->player;
controller->update();
controller->press(Controller::RIGHT);
+
+ // Determine how far we moved since last frame
+ float dx = fabsf(last_tux_x_pos - tux->get_pos().x);
+ float dy = fabsf(last_tux_y_pos - tux->get_pos().y);
+
+ // Calculate space to check for obstacles
+ Rect lookahead = Rect(tux->get_bbox());
+ lookahead.move(Vector(lookahead.get_width()*2,0));
- if(random_timer.check() ||
- (walking && fabsf(last_tux_x_pos - tux->get_pos().x)) < .1) {
- walking = false;
- } else {
- if(!walking && fabsf(tux->get_pos().y - last_tux_y_pos) < .1) {
- random_timer.start(float(rand() % 3000 + 3000) / 1000.);
- walking = true;
- }
+ // Check if we should press the jump button
+ bool randomJump = !randomWaitTimer.started();
+ bool mayJump = !jumpRecoverTimer.started();
+ bool notMoving = (dx+dy < 0.1);
+ bool pathBlocked = !sector->is_free_space(lookahead);
+ if ((notMoving || pathBlocked || randomJump) && mayJump) {
+ float jumpDuration = float(rand() % 200 + 500) / 1000.0;
+ jumpPushTimer.start(jumpDuration);
+ jumpRecoverTimer.start(jumpDuration+0.1);
+ randomWaitTimer.start(float(rand() % 3000 + 3000) / 1000.0);
}
- if(!walking)
- controller->press(Controller::JUMP);
+
+ // Keep jump button pressed
+ if (jumpPushTimer.started()) controller->press(Controller::JUMP);
+
+ // Remember last position, so we can determine if we moved
last_tux_x_pos = tux->get_pos().x;
last_tux_y_pos = tux->get_pos().y;
/* --- TITLE SCREEN --- */
void title()
{
- walking = true;
//LevelEditor* leveleditor;
controller = new CodeController();
/* --- Main title loop: --- */
frame = 0;
- random_timer.start(float(rand() % 2000 + 2000) / 1000.0);
-
Uint32 lastticks = SDL_GetTicks();
Menu::set_current(main_menu);
// Contrib Menu
generate_contrib_menu();
break;
-#if 0
- case MNID_LEVELEDITOR: {
- LevelEdtiro* leveleditor = new LevelEditor();
- leveleditor->run();
- delete leveleditor;
- Menu::set_current(main_menu);
- resume_demo();
- break;
- }
-#endif
case MNID_CREDITS:
sound_manager->stop_music();
fadeout(500);