X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgame_session.cpp;h=12c0bd1c0274730daf100adbef9b5ba7b6a884e9;hb=8f96892abd26903702f61978f74c2c5d012236ae;hp=65ce7c479541fb15ca52a7896c00b7cabf3cbcc4;hpb=2728d18a492273475c326a952fe40f8cb317a6b1;p=supertux.git diff --git a/src/game_session.cpp b/src/game_session.cpp index 65ce7c479..12c0bd1c0 100644 --- a/src/game_session.cpp +++ b/src/game_session.cpp @@ -64,6 +64,7 @@ #include "gameconfig.hpp" #include "gettext.hpp" #include "exceptions.hpp" +#include "flip_level_transformer.hpp" // the engine will be run with a logical framerate of 64fps. // We chose 64fps here because it is a power of 2, so 1/64 gives an "even" @@ -368,6 +369,10 @@ GameSession::try_cheats() currentsector->camera->reset( Vector(tux.get_pos().x, tux.get_pos().y)); } + if(main_controller->check_cheatcode("flip")) { + FlipLevelTransformer flip_transformer; + flip_transformer.transform(GameSession::current()->get_current_level()); + } if(main_controller->check_cheatcode("finish")) { // finish current sector exit_status = ES_LEVEL_FINISHED; @@ -444,38 +449,9 @@ GameSession::draw() void GameSession::draw_pause() { - int x = SCREEN_HEIGHT / 20; - for(int i = 0; i < x; ++i) { - context->draw_filled_rect( - Vector(i % 2 ? (pause_menu_frame * i)%SCREEN_WIDTH : - -((pause_menu_frame * i)%SCREEN_WIDTH) - ,(i*20+pause_menu_frame)%SCREEN_HEIGHT), - Vector(SCREEN_WIDTH,10), - Color(0.1, 0.1, 0.1, static_cast(rand() % 20 + 1) / 255.0), - LAYER_FOREGROUND1+1); - } - context->draw_filled_rect( Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT), - Color( - static_cast(rand() % 50) / 255.0, - static_cast(rand() % 50) / 255.0, - static_cast(rand() % 50) / 255.0, - 0.5), LAYER_FOREGROUND1); -#if 0 - context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"), - Vector(SCREEN_WIDTH/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2); - - const char* str1 = _("Playing: "); - const char* str2 = level->get_name().c_str(); - - context->draw_text(blue_text, str1, - Vector((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340), - LEFT_ALLIGN, LAYER_FOREGROUND1+2); - context->draw_text(white_text, str2, - Vector(((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340), - LEFT_ALLIGN, LAYER_FOREGROUND1+2); -#endif + Color(.2, .2, .2, .5), LAYER_FOREGROUND1); } void @@ -603,7 +579,9 @@ GameSession::run() //frame_rate.update(); /* Handle music: */ - if (currentsector->player->invincible_timer.started() && !end_sequence) + if (currentsector->player->invincible_timer.started() && + currentsector->player->invincible_timer.get_timeleft() + > TUX_INVINCIBLE_TIME_WARNING && !end_sequence) { currentsector->play_music(HERRING_MUSIC); } @@ -712,6 +690,11 @@ GameSession::start_sequence(const std::string& sequencename) currentsector->add_object(new Fireworks()); } } else if(sequencename == "stoptux") { + if(!end_sequence) { + std::cout << "WARNING: Final target reached without " + << "an active end sequence." << std::endl; + this->start_sequence("endsequence"); + } end_sequence = ENDSEQUENCE_WAITING; } else { std::cout << "Unknown sequence '" << sequencename << "'.\n"; @@ -726,7 +709,7 @@ GameSession::drawstatus(DrawingContext& context) if(config->show_fps) { char str[60]; - snprintf(str, sizeof(str), "%2.1f", fps_fps); + snprintf(str, sizeof(str), "%3.1f", fps_fps); context.draw_text(white_text, "FPS", Vector(SCREEN_WIDTH - white_text->get_text_width("FPS ") - BORDER_X, BORDER_Y + 40), @@ -754,11 +737,12 @@ GameSession::drawresultscreen() context.draw_text(blue_text, _("Result:"), Vector(SCREEN_WIDTH/2, 200), CENTER_ALLIGN, LAYER_FOREGROUND1); - sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT)); - context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1); +// sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT)); +// context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1); + // y == 256 before removal of score sprintf(str, _("COINS: %d"), player_status->coins); - context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1); + context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1); context.do_drawing();