#include <fstream>
#include <vector>
#include <assert.h>
+#include <unistd.h>
#include "globals.h"
#include "texture.h"
#include "screen.h"
if (level->x == tux->get_tile_pos().x &&
level->y == tux->get_tile_pos().y)
{
+ PlayerStatus old_player_status = player_status;
+
std::cout << "Enter the current level: " << level->name << std::endl;;
GameSession session(datadir + "/levels/" + level->name,
1, ST_GL_LOAD_LEVEL_FILE);
break;
case GameSession::ES_LEVEL_ABORT:
- // Reseting the player_status might be a worthy
- // consideration, but I don't think we need it
- // 'cause only the bad players will use it to
- // 'cheat' a few items and that isn't necesarry a
- // bad thing (ie. better they continue that way,
- // then stop playing the game all together since it
- // is to hard)
+ /* In case the player's abort the level, keep it using the old
+ status */
+ player_status = old_player_status;
break;
case GameSession::ES_GAME_OVER:
+ /* draw an end screen */
+ /* in the future, this should make a dialog a la SuperMario, asking
+ if the player wants to restart the world map with no score and from
+ level 1 */
+ char str[80];
+
+ drawgradient(Color (0, 255, 0), Color (255, 0, 255));
+
+ blue_text->drawf("GAMEOVER", 0, 200, A_HMIDDLE, A_TOP, 1);
+
+ sprintf(str, "SCORE: %d", player_status.score);
+ gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
+
+ sprintf(str, "COINS: %d", player_status.distros);
+ gold_text->drawf(str, 0, screen->w - gold_text->w*2, A_HMIDDLE, A_TOP, 1);
+
+ flipscreen();
+
+ SDL_Event event;
+ wait_for_event(event,2000,5000,true);
+
quit = true;
player_status.reset();
break;