X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgameloop.cpp;h=1b2914bef2d58cf4c50b323cb4b65106f82a1ed6;hb=02d54bd21d3d72e46ecad8f6038666b0384d4eb8;hp=76995bbab27b9c0c60a18977e3b9c249b8dc0809;hpb=818975b29799adc3ab5ec329a3ce5ad05ff871e3;p=supertux.git diff --git a/src/gameloop.cpp b/src/gameloop.cpp index 76995bbab..1b2914bef 100644 --- a/src/gameloop.cpp +++ b/src/gameloop.cpp @@ -19,6 +19,8 @@ // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +#include + #include #include #include @@ -44,44 +46,58 @@ #include "app/setup.h" #include "high_scores.h" #include "gui/menu.h" -#include "badguy.h" #include "sector.h" -#include "special.h" -#include "player.h" #include "level.h" #include "scene.h" -#include "collision.h" #include "tile.h" -#include "particlesystem.h" +#include "object/particlesystem.h" +#include "object/background.h" +#include "object/tilemap.h" +#include "object/camera.h" +#include "object/player.h" #include "resources.h" -#include "background.h" -#include "tilemap.h" #include "app/gettext.h" #include "worldmap.h" #include "intro.h" #include "misc.h" +#include "statistics.h" +#include "timer.h" +#include "object/fireworks.h" GameSession* GameSession::current_ = 0; -GameSession::GameSession(const std::string& levelname_, int mode, bool flip_level_) +bool compare_last(std::string& haystack, std::string needle) +{ + int haystack_size = haystack.size(); + int needle_size = needle.size(); + + if(haystack_size < needle_size) + return false; + + if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0) + return true; + return false; +} + +GameSession::GameSession(const std::string& levelfile_, int mode, + bool flip_level_, Statistics* statistics) : level(0), currentsector(0), st_gl_mode(mode), - end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_) + end_sequence(NO_ENDSEQUENCE), levelfile(levelfile_), + flip_level(flip_level_), best_level_statistics(statistics) { current_ = this; - global_frame_counter = 0; game_pause = false; fps_fps = 0; - fps_timer.init(true); - frame_timer.init(true); - frame_rate.set_fps(100); - context = new DrawingContext(); if(flip_levels_mode) flip_level = true; + last_swap_point = Vector(-1, -1); + last_swap_stats.reset(); + restart_level(); } @@ -92,14 +108,14 @@ GameSession::restart_level() exit_status = ES_NONE; end_sequence = NO_ENDSEQUENCE; - fps_timer.init(true); - frame_timer.init(true); + last_keys.clear(); #if 0 - float old_x_pos = -1; - if (world) - { // Tux has lost a life, so we try to respawn him at the nearest reset point - old_x_pos = world->get_tux()->base.x; + Vector tux_pos = Vector(-1,-1); + if (currentsector) + { + // Tux has lost a life, so we try to respawn him at the nearest reset point + tux_pos = currentsector->player->base; } #endif @@ -107,41 +123,50 @@ GameSession::restart_level() currentsector = 0; level = new Level; - level->load(levelname); + level->load(levelfile); if(flip_level) level->do_vertical_flip(); + + global_stats.reset(); + global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins()); + global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys()); + global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit); + currentsector = level->get_sector("main"); if(!currentsector) Termination::abort("Level has no main sector.", ""); currentsector->activate("main"); -#if 0 // TODO +#if 0 // Set Tux to the nearest reset point - if (old_x_pos != -1) + if(tux_pos.x != -1) { - ResetPoint best_reset_point = { -1, -1 }; - for(std::vector::iterator i = get_level()->reset_points.begin(); - i != get_level()->reset_points.end(); ++i) - { - if (i->x < old_x_pos && best_reset_point.x < i->x) - best_reset_point = *i; - } - - if (best_reset_point.x != -1) - { - world->get_tux()->base.x = best_reset_point.x; - world->get_tux()->base.y = best_reset_point.y; - } + tux_pos = currentsector->get_best_spawn_point(tux_pos); + + if(last_swap_point.x > tux_pos.x) + tux_pos = last_swap_point; + else // new swap point + { + last_swap_point = tux_pos; + + last_swap_stats += global_stats; + } + + currentsector->player->base.x = tux_pos.x; + currentsector->player->base.y = tux_pos.y; + + // has to reset camera on swapping + currentsector->camera->reset(Vector(currentsector->player->base.x, + currentsector->player->base.y)); } #endif - + if (st_gl_mode != ST_GL_DEMO_GAME) { if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE) levelintro(); } - time_left.init(true); start_timers(); currentsector->play_music(LEVEL_MUSIC); } @@ -160,25 +185,37 @@ GameSession::levelintro(void) char str[60]; DrawingContext context; - currentsector->background->draw(context); + for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin(); + i != currentsector->gameobjects.end(); ++i) { + Background* background = dynamic_cast (*i); + if(background) { + background->draw(context); + } + } - context.draw_text_center(gold_text, level->get_name(), Vector(0, 220), +// context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160), +// CENTER_ALLIGN, LAYER_FOREGROUND1); + context.draw_center_text(gold_text, level->get_name(), Vector(0, 160), LAYER_FOREGROUND1); sprintf(str, "TUX x %d", player_status.lives); - context.draw_text_center(white_text, str, Vector(0, 240), - LAYER_FOREGROUND1); + context.draw_text(white_text, str, Vector(screen->w/2, 210), + CENTER_ALLIGN, LAYER_FOREGROUND1); - if(level->get_author().size()) - context.draw_text_center(white_small_text, - std::string(_("by ")) + level->get_author(), - Vector(0, 400), LAYER_FOREGROUND1); + if((level->get_author().size()) && (level->get_author() != "SuperTux Team")) + //TODO make author check case/blank-insensitive + context.draw_text(white_small_text, + std::string(_("contributed by ")) + level->get_author(), + Vector(screen->w/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1); if(flip_level) - context.draw_text_center(white_text, + context.draw_text(white_text, _("Level Vertically Flipped!"), - Vector(0, 310), LAYER_FOREGROUND1); + Vector(screen->w/2, 310), CENTER_ALLIGN, LAYER_FOREGROUND1); + + if(best_level_statistics != NULL) + best_level_statistics->draw_message_info(context, _("Best Level Statistics")); context.do_drawing(); @@ -190,9 +227,8 @@ GameSession::levelintro(void) void GameSession::start_timers() { - time_left.start(level->time_left*1000); + time_left.start(level->timelimit); Ticks::pause_init(); - frame_rate.start(); } void @@ -214,11 +250,12 @@ GameSession::on_escape_press() it could have nasty bugs, like going allways to the right or whatever that key does */ Player& tux = *(currentsector->player); - tux.key_event((SDLKey)keymap.jump, UP); - tux.key_event((SDLKey)keymap.duck, UP); + tux.key_event((SDLKey)keymap.up, UP); + tux.key_event((SDLKey)keymap.down, UP); tux.key_event((SDLKey)keymap.left, UP); tux.key_event((SDLKey)keymap.right, UP); - tux.key_event((SDLKey)keymap.fire, UP); + tux.key_event((SDLKey)keymap.jump, UP); + tux.key_event((SDLKey)keymap.power, UP); Menu::set_current(game_menu); Ticks::pause_start(); @@ -237,12 +274,12 @@ GameSession::process_events() tux.input.right = DOWN; tux.input.down = UP; - if (int(last_x_pos) == int(tux.base.x)) + if (int(last_x_pos) == int(tux.get_pos().x)) tux.input.up = DOWN; else tux.input.up = UP; - last_x_pos = tux.base.x; + last_x_pos = tux.get_pos().x; SDL_Event event; while (SDL_PollEvent(&event)) @@ -338,10 +375,10 @@ GameSession::process_events() { char buf[160]; snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f", - tux.base.x, tux.base.y); + tux.get_pos().x, tux.get_pos().y); context->draw_text(white_text, buf, Vector(0, screen->h - white_text->get_height()), - LAYER_FOREGROUND1); + LEFT_ALLIGN, LAYER_FOREGROUND1); context->do_drawing(); SDL_Delay(1000); } @@ -349,6 +386,11 @@ GameSession::process_events() case SDLK_p: if(!Menu::current()) { + // "lifeup" cheat activates pause cause of the 'p' + // so work around to ignore it + if(compare_last(last_keys, "lifeu")) + break; + if(game_pause) { game_pause = false; @@ -361,45 +403,106 @@ GameSession::process_events() } } break; - case SDLK_TAB: - if(debug_mode) - { - tux.grow(false); - } - break; - case SDLK_END: - if(debug_mode) - player_status.distros += 50; - break; - case SDLK_DELETE: - if(debug_mode) - tux.got_power = tux.FIRE_POWER; - break; - case SDLK_HOME: - if(debug_mode) - tux.got_power = tux.ICE_POWER; - break; - case SDLK_INSERT: - if(debug_mode) - tux.invincible_timer.start(TUX_INVINCIBLE_TIME); - break; - case SDLK_l: - if(debug_mode) - --player_status.lives; - break; - case SDLK_s: - if(debug_mode) - player_status.score += 1000; - case SDLK_f: - if(debug_fps) - debug_fps = false; - else - debug_fps = true; - break; default: break; } } + + /* Check if chacrater is ASCII */ + char ch[2]; + if((event.key.keysym.unicode & 0xFF80) == 0) + { + ch[0] = event.key.keysym.unicode & 0x7F; + ch[1] = '\0'; + } + last_keys.append(ch); // add to cheat keys + + // Cheating words (the goal of this is really for debugging, + // but could be used for some cheating, nothing wrong with that) + if(compare_last(last_keys, "grow")) + { + tux.grow(false); + last_keys.clear(); + } + if(compare_last(last_keys, "fire")) + { + tux.grow(false); + tux.got_power = tux.FIRE_POWER; + last_keys.clear(); + } + if(compare_last(last_keys, "ice")) + { + tux.grow(false); + tux.got_power = tux.ICE_POWER; + last_keys.clear(); + } + if(compare_last(last_keys, "lifeup")) + { + player_status.lives++; + last_keys.clear(); + } + if(compare_last(last_keys, "lifedown")) + { + player_status.lives--; + last_keys.clear(); + } + if(compare_last(last_keys, "grease")) + { + tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3); + last_keys.clear(); + } + if(compare_last(last_keys, "invincible")) + { // be invincle for the rest of the level + tux.invincible_timer.start(10000); + last_keys.clear(); + } + if(compare_last(last_keys, "shrink")) + { // remove powerups + tux.kill(tux.SHRINK); + last_keys.clear(); + } + if(compare_last(last_keys, "kill")) + { // kill Tux, but without losing a life + player_status.lives++; + tux.kill(tux.KILL); + last_keys.clear(); + } + if(compare_last(last_keys, "grid")) + { // toggle debug grid + debug_grid = !debug_grid; + last_keys.clear(); + } + if(compare_last(last_keys, "hover")) + { // toggle hover ability on/off + tux.enable_hover = !tux.enable_hover; + last_keys.clear(); + } + if(compare_last(last_keys, "gotoend")) + { // goes to the end of the level + tux.move(Vector( + (currentsector->solids->get_width()*32) + - (screen->w*2), + 0)); + currentsector->camera->reset( + Vector(tux.get_pos().x, tux.get_pos().y)); + last_keys.clear(); + } + // temporary to help player's choosing a flapping + if(compare_last(last_keys, "marek")) + { + tux.flapping_mode = Player::MAREK_FLAP; + last_keys.clear(); + } + if(compare_last(last_keys, "ricardo")) + { + tux.flapping_mode = Player::RICARDO_FLAP; + last_keys.clear(); + } + if(compare_last(last_keys, "ryan")) + { + tux.flapping_mode = Player::RYAN_FLAP; + last_keys.clear(); + } break; case SDL_JOYAXISMOTION: @@ -424,11 +527,20 @@ GameSession::process_events() else if (event.jaxis.axis == joystick_keymap.y_axis) { if (event.jaxis.value > joystick_keymap.dead_zone) - tux.input.down = DOWN; - else if (event.jaxis.value < -joystick_keymap.dead_zone) + { + tux.input.up = DOWN; tux.input.down = UP; + } + else if (event.jaxis.value < -joystick_keymap.dead_zone) + { + tux.input.up = UP; + tux.input.down = DOWN; + } else - tux.input.down = UP; + { + tux.input.up = DOWN; + tux.input.down = DOWN; + } } break; @@ -455,7 +567,7 @@ GameSession::process_events() case SDL_JOYBUTTONDOWN: if (event.jbutton.button == joystick_keymap.a_button) - tux.input.up = DOWN; + tux.input.jump = DOWN; else if (event.jbutton.button == joystick_keymap.b_button) tux.input.fire = DOWN; else if (event.jbutton.button == joystick_keymap.start_button) @@ -463,7 +575,7 @@ GameSession::process_events() break; case SDL_JOYBUTTONUP: if (event.jbutton.button == joystick_keymap.a_button) - tux.input.up = UP; + tux.input.jump = UP; else if (event.jbutton.button == joystick_keymap.b_button) tux.input.fire = UP; break; @@ -482,49 +594,31 @@ GameSession::check_end_conditions() Player* tux = currentsector->player; /* End of level? */ - Tile* endtile = collision_goal(tux->base); - - if(end_sequence && !endsequence_timer.check()) - { + if(end_sequence && endsequence_timer.check()) { exit_status = ES_LEVEL_FINISHED; + global_stats += last_swap_stats; // add swap points stats return; - } - else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1) - { - end_sequence = ENDSEQUENCE_WAITING; - } - else if(!end_sequence && endtile && endtile->data == 0) - { - end_sequence = ENDSEQUENCE_RUNNING; - last_x_pos = -1; - SoundManager::get()->play_music(level_end_song, 0); - endsequence_timer.start(7000); // 5 seconds until we finish the map - tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.) - } - else if (!end_sequence && tux->is_dead()) - { - player_status.bonus = PlayerStatus::NO_BONUS; + } else if (!end_sequence && tux->is_dead()) { + player_status.bonus = PlayerStatus::NO_BONUS; - if (player_status.lives < 0) - { // No more lives!? - exit_status = ES_GAME_OVER; - } - else - { // Still has lives, so reset Tux to the levelstart - restart_level(); - } - - return; + if (player_status.lives < 0) { // No more lives!? + exit_status = ES_GAME_OVER; + } else { // Still has lives, so reset Tux to the levelstart + restart_level(); } + + return; + } } void -GameSession::action(double frame_ratio) +GameSession::action(float elapsed_time) { + // advance timers if (exit_status == ES_NONE && !currentsector->player->growing_timer.check()) { // Update Tux and the World - currentsector->action(frame_ratio); + currentsector->action(elapsed_time); } // respawning in new sector? @@ -558,8 +652,8 @@ GameSession::draw() context->draw_filled_rect( Vector(0,0), Vector(screen->w, screen->h), Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1); - context->draw_text_center(blue_text, _("PAUSE - Press 'P' To Play"), - Vector(0, 230), LAYER_FOREGROUND1+2); + context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"), + Vector(screen->w/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2); char str1[60]; char str2[124]; @@ -568,10 +662,10 @@ GameSession::draw() context->draw_text(blue_text, str1, Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340), - LAYER_FOREGROUND1+2); + LEFT_ALLIGN, LAYER_FOREGROUND1+2); context->draw_text(white_text, str2, Vector(((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340), - LAYER_FOREGROUND1+2); + LEFT_ALLIGN, LAYER_FOREGROUND1+2); } if(Menu::current()) @@ -623,94 +717,96 @@ GameSession::run() int fps_cnt = 0; - frame_rate.start(); - // Eat unneeded events SDL_Event event; - while (SDL_PollEvent(&event)) {} + while(SDL_PollEvent(&event)) + {} draw(); - while (exit_status == ES_NONE) - { - /* Calculate the movement-factor */ - double frame_ratio = frame_rate.get(); - - if(!frame_timer.check()) - { - frame_timer.start(25); - ++global_frame_counter; - } - - /* Handle events: */ - currentsector->player->input.old_fire - = currentsector->player->input.fire; - - process_events(); - process_menu(); + Uint32 lastticks = SDL_GetTicks(); + fps_ticks = SDL_GetTicks(); - // Update the world state and all objects in the world - // Do that with a constante time-delta so that the game will run - // determistic and not different on different machines - if(!game_pause && !Menu::current()) - { - // Update the world - check_end_conditions(); - if (end_sequence == ENDSEQUENCE_RUNNING) - action(frame_ratio/2); - else if(end_sequence == NO_ENDSEQUENCE) - action(frame_ratio); - } - else - { - ++pause_menu_frame; - SDL_Delay(50); - } + while (exit_status == ES_NONE) { + Uint32 ticks = SDL_GetTicks(); + float elapsed_time = float(ticks - lastticks) / 1000.; + if(!game_pause) + global_time += elapsed_time; + lastticks = ticks; - draw(); + // 40fps is minimum + if(elapsed_time > .025) + elapsed_time = .025; + + /* Handle events: */ + currentsector->player->input.old_fire = currentsector->player->input.fire; + currentsector->player->input.old_up = currentsector->player->input.old_up; - /* Time stops in pause mode */ - if(game_pause || Menu::current()) - { - continue; - } + process_events(); + process_menu(); - frame_rate.update(); + // Update the world state and all objects in the world + // Do that with a constante time-delta so that the game will run + // determistic and not different on different machines + if(!game_pause && !Menu::current()) + { + // Update the world + check_end_conditions(); + if (end_sequence == ENDSEQUENCE_RUNNING) + action(elapsed_time/2); + else if(end_sequence == NO_ENDSEQUENCE) + action(elapsed_time); + } + else + { + ++pause_menu_frame; + SDL_Delay(50); + } - /* Handle time: */ - if (!time_left.check() && currentsector->player->dying == DYING_NOT - && !end_sequence) - currentsector->player->kill(Player::KILL); + draw(); - /* Handle music: */ - if(currentsector->player->invincible_timer.check() && !end_sequence) - { - currentsector->play_music(HERRING_MUSIC); - } - /* are we low on time ? */ - else if (time_left.get_left() < TIME_WARNING && !end_sequence) - { - currentsector->play_music(HURRYUP_MUSIC); - } - /* or just normal music? */ - else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence) - { - currentsector->play_music(LEVEL_MUSIC); - } + /* Time stops in pause mode */ + if(game_pause || Menu::current()) + { + continue; + } - /* Calculate frames per second */ - if(show_fps) - { - ++fps_cnt; - fps_fps = (1000.0 / (float)fps_timer.get_gone()) * (float)fps_cnt; + //frame_rate.update(); + + /* Handle time: */ + if (time_left.check() && currentsector->player->dying == DYING_NOT + && !end_sequence) + currentsector->player->kill(Player::KILL); + + /* Handle music: */ + if(currentsector->player->invincible_timer.check() && !end_sequence) + { + currentsector->play_music(HERRING_MUSIC); + } + /* are we low on time ? */ + else if (time_left.get_timeleft() < TIME_WARNING && !end_sequence) + { + currentsector->play_music(HURRYUP_MUSIC); + } + /* or just normal music? */ + else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence) + { + currentsector->play_music(LEVEL_MUSIC); + } - if(!fps_timer.check()) - { - fps_timer.start(1000); - fps_cnt = 0; - } - } + /* Calculate frames per second */ + if(show_fps) + { + ++fps_cnt; + + if(SDL_GetTicks() - fps_ticks >= 500) + { + fps_fps = (float) fps_cnt / .5; + fps_cnt = 0; + fps_ticks = SDL_GetTicks(); + } } + } return exit_status; } @@ -722,13 +818,29 @@ GameSession::respawn(const std::string& sector, const std::string& spawnpoint) newspawnpoint = spawnpoint; } -/* Bounce a brick: */ -void bumpbrick(float x, float y) +void +GameSession::start_sequence(const std::string& sequencename) { - Sector::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32, - (int)(y / 32) * 32)); - - SoundManager::get()->play_sound(IDToSound(SND_BRICK), Vector(x, y), Sector::current()->player->get_pos()); + if(sequencename == "endsequence") { + if(end_sequence) + return; + + end_sequence = ENDSEQUENCE_RUNNING; + endsequence_timer.start(7.0); // 7 seconds until we finish the map + last_x_pos = -1; + SoundManager::get()->play_music(level_end_song, 0); + currentsector->player->invincible_timer.start(7.0); + + // add left time to stats + global_stats.set_points(TIME_NEEDED_STAT, + int(time_left.get_period() - time_left.get_timeleft())); + + if(level->get_end_sequence_type() == Level::FIREWORKS_ENDSEQ_ANIM) { + currentsector->add_object(new Fireworks()); + } + } else { + std::cout << "Unknown sequence '" << sequencename << "'.\n"; + } } /* (Status): */ @@ -737,39 +849,40 @@ GameSession::drawstatus(DrawingContext& context) { char str[60]; - snprintf(str, 60, " %d", player_status.score); - context.draw_text(white_text, _("SCORE"), Vector(0, 0), LAYER_FOREGROUND1); - context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1); + snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT)); + context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1); + context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1); if(st_gl_mode == ST_GL_TEST) { context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20), - LAYER_FOREGROUND1); + LEFT_ALLIGN, LAYER_FOREGROUND1); } - if(!time_left.check()) { - context.draw_text_center(white_text, _("TIME's UP"), Vector(0, 0), - LAYER_FOREGROUND1); - } else if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) { - sprintf(str, " %d", time_left.get_left() / 1000 ); - context.draw_text_center(white_text, _("TIME"), - Vector(0, 0), LAYER_FOREGROUND1); - context.draw_text_center(gold_text, str, - Vector(4*16, 0), LAYER_FOREGROUND1); + if(time_left.check()) { + context.draw_text(white_text, _("TIME's UP"), Vector(screen->w/2, 0), + CENTER_ALLIGN, LAYER_FOREGROUND1); + } else if (time_left.get_timeleft() > TIME_WARNING + || int(global_time * 2.5) % 2) { + sprintf(str, " %d", int(time_left.get_timeleft())); + context.draw_text(white_text, _("TIME"), + Vector(screen->w/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1); + context.draw_text(gold_text, str, + Vector(screen->w/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1); } sprintf(str, " %d", player_status.distros); context.draw_text(white_text, _("COINS"), Vector(screen->w - white_text->get_text_width(_("COINS"))-white_text->get_text_width(" 99"), 0), - LAYER_FOREGROUND1); + LEFT_ALLIGN, LAYER_FOREGROUND1); context.draw_text(gold_text, str, - Vector(screen->w - gold_text->get_text_width(" 99"), 0),LAYER_FOREGROUND1); + Vector(screen->w - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1); if (player_status.lives >= 5) { sprintf(str, "%dx", player_status.lives); float x = screen->w - gold_text->get_text_width(str) - tux_life->w; - context.draw_text(gold_text, str, Vector(x, 20), LAYER_FOREGROUND1); + context.draw_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1); context.draw_surface(tux_life, Vector(screen->w - 16, 20), LAYER_FOREGROUND1); } @@ -783,35 +896,41 @@ GameSession::drawstatus(DrawingContext& context) context.draw_text(white_text, _("LIVES"), Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width(" 99"), 20), - LAYER_FOREGROUND1); + LEFT_ALLIGN, LAYER_FOREGROUND1); if(show_fps) { sprintf(str, "%2.1f", fps_fps); context.draw_text(white_text, "FPS", Vector(screen->w - white_text->get_text_width("FPS "), 40), - LAYER_FOREGROUND1); + LEFT_ALLIGN, LAYER_FOREGROUND1); context.draw_text(gold_text, str, - Vector(screen->w-4*16, 40), LAYER_FOREGROUND1); + Vector(screen->w-4*16, 40), LEFT_ALLIGN, LAYER_FOREGROUND1); } } void -GameSession::drawresultscreen(void) +GameSession::drawresultscreen() { char str[80]; DrawingContext context; - currentsector->background->draw(context); + for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin(); + i != currentsector->gameobjects.end(); ++i) { + Background* background = dynamic_cast (*i); + if(background) { + background->draw(context); + } + } - context.draw_text_center(blue_text, _("Result:"), Vector(0, 200), - LAYER_FOREGROUND1); + context.draw_text(blue_text, _("Result:"), Vector(screen->w/2, 200), + CENTER_ALLIGN, LAYER_FOREGROUND1); - sprintf(str, _("SCORE: %d"), player_status.score); - context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1); + sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT)); + context.draw_text(gold_text, str, Vector(screen->w/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1); sprintf(str, _("COINS: %d"), player_status.distros); - context.draw_text_center(gold_text, str, Vector(0, 256), LAYER_FOREGROUND1); + context.draw_text(gold_text, str, Vector(screen->w/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1); context.do_drawing(); @@ -861,19 +980,19 @@ bool process_load_game_menu() if (access(slotfile.c_str(), F_OK) != 0) { + shrink_fade(Vector(screen->w/2,screen->h/2), 600); draw_intro(); } - // shrink_fade(Point((screen->w/2),(screen->h/2)), 1000); fadeout(256); - DrawingContext context; - context.draw_text_center(white_text, "Loading...", - Vector(0, screen->h/2), LAYER_FOREGROUND1); + context.draw_text(white_text, "Loading...", + Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1); context.do_drawing(); WorldMapNS::WorldMap worldmap; + worldmap.set_map_filename("icyisland.stwm"); // Load the game or at least set the savegame_file variable worldmap.loadgame(slotfile);