void
Tux::draw(DrawingContext& context)
{
- switch (player_status.bonus) {
+ switch (player_status->bonus) {
case GROWUP_BONUS:
tux_sprite->set_action("large");
break;
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 (special_tile->teleport_dest != Vector(-1,-1))
{
// TODO: an animation, camera scrolling or a fading would be a nice touch
- sound_manager->play("sounds/warp.ogg");
+ sound_manager->play("sounds/warp.wav");
tux->back_direction = D_NONE;
tux->set_tile_pos(special_tile->teleport_dest);
SDL_Delay(1000);
if (level->pos == tux->get_tile_pos())
{
sound_manager->stop_music();
- PlayerStatus old_player_status = player_status;
+ PlayerStatus old_player_status = *player_status;
// do a shriking fade to the level
shrink_fade(Vector((level->pos.x*32 + 16 + offset.x),
level_finished = false;
/* In case the player's abort the level, keep it using the old
status. But the minimum lives and no bonus. */
- player_status.coins = old_player_status.coins;
- player_status.lives = std::min(old_player_status.lives, player_status.lives);
- player_status.bonus = NO_BONUS;
+ player_status->coins = old_player_status.coins;
+ player_status->lives = std::min(old_player_status.lives, player_status->lives);
+ player_status->bonus = NO_BONUS;
break;
case GameSession::ES_GAME_OVER:
context.draw_text(blue_text, _("GAMEOVER"),
Vector(SCREEN_WIDTH/2, 200), CENTER_ALLIGN, LAYER_FOREGROUND1);
- sprintf(str, _("COINS: %d"), player_status.coins);
+ sprintf(str, _("COINS: %d"), player_status->coins);
context.draw_text(gold_text, str,
Vector(SCREEN_WIDTH/2, SCREEN_WIDTH - 32), CENTER_ALLIGN,
LAYER_FOREGROUND1);
wait_for_event(2.0, 6.0);
quit = true;
- player_status.reset();
+ player_status->reset();
break;
}
case GameSession::ES_NONE:
context.push_transform();
context.set_translation(Vector(0, 0));
- player_status.draw(context);
+ player_status->draw(context);
if (!tux->is_moving())
{
writer.write_float("x", tux->get_tile_pos().x);
writer.write_float("y", tux->get_tile_pos().y);
writer.write_string("back", direction_to_string(tux->back_direction));
- player_status.write(writer);
+ player_status->write(writer);
writer.write_string("back", direction_to_string(tux->back_direction));
writer.end_list("tux");
load_map();
savegame->get("intro-displayed", intro_displayed);
- savegame->get("lives", player_status.lives);
- savegame->get("coins", player_status.coins);
- savegame->get("max-score-multiplier", player_status.max_score_multiplier);
- if (player_status.lives < 0)
- player_status.reset();
+ savegame->get("lives", player_status->lives);
+ savegame->get("coins", player_status->coins);
+ savegame->get("max-score-multiplier", player_status->max_score_multiplier);
+ if (player_status->lives < 0)
+ player_status->reset();
const lisp::Lisp* tux_lisp = savegame->get_lisp("tux");
if(tux)
tux_lisp->get("x", p.x);
tux_lisp->get("y", p.y);
tux_lisp->get("back", back_str);
- player_status.read(*tux_lisp);
+ player_status->read(*tux_lisp);
tux->back_direction = string_to_direction(back_str);
tux->set_tile_pos(p);
std::cerr << "Problem loading game '" << filename << "': " << e.what()
<< "\n";
load_map();
- player_status.reset();
+ player_status->reset();
}
calculate_total_stats();