tux = new Tux(this);
add_object(tux);
- leveldot_green= new Surface("images/tiles/worldmap/leveldot_green.png", true);
- leveldot_red = new Surface("images/tiles/worldmap/leveldot_red.png", true);
- messagedot = new Surface("images/tiles/worldmap/messagedot.png", true);
- teleporterdot = new Surface("images/tiles/worldmap/teleporterdot.png", true);
+ leveldot_green= new Surface("images/worldmap/common/leveldot_green.png", true);
+ leveldot_red = new Surface("images/worldmap/common/leveldot_red.png", true);
+ messagedot = new Surface("images/worldmap/common/messagedot.png", true);
+ teleporterdot = new Surface("images/worldmap/common/teleporterdot.png", true);
name = "<no title>";
music = "salcon.ogg";
if (level->pos == tux->get_tile_pos())
{
+ sound_manager->stop_music();
PlayerStatus old_player_status = player_status;
// do a shriking fade to the level
while(!quit) {
Uint32 ticks = SDL_GetTicks();
float elapsed_time = float(ticks - lastticks) / 1000;
- global_time += elapsed_time;
+ game_time += elapsed_time;
lastticks = ticks;
// 40 fps minimum // TODO use same code as in GameSession here