X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgameloop.cpp;h=625afee490a2d2e13c5765ba7c01f1d2e77d2623;hb=a28d9c1e7fc6b8b2a5c9e139560143e9b74813ea;hp=fb3e557718a47de299cf63951ea99ed0cb1415f6;hpb=d26d9e424eed4bd31dfdf023a120e6ebf3270eba;p=supertux.git diff --git a/src/gameloop.cpp b/src/gameloop.cpp index fb3e55771..625afee49 100644 --- a/src/gameloop.cpp +++ b/src/gameloop.cpp @@ -76,7 +76,7 @@ void GameSession::restart_level() { game_pause = false; - exit_status = NONE; + exit_status = ES_NONE; end_sequence = NO_ENDSEQUENCE; fps_timer.init(true); @@ -146,7 +146,7 @@ GameSession::levelintro(void) char str[60]; if (get_level()->img_bkgd) - get_level()->img_bkgd->draw(0, 0); + get_level()->draw_bg(); else drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom); @@ -178,16 +178,29 @@ GameSession::start_timers() void GameSession::on_escape_press() { + if(world->get_tux()->dying || end_sequence != NO_ENDSEQUENCE) + return; // don't let the player open the menu, when he is dying if(game_pause) return; if(st_gl_mode == ST_GL_TEST) { - exit_status = LEVEL_ABORT; + exit_status = ES_LEVEL_ABORT; } else if (!Menu::current()) { + /* Tell Tux that the keys are all down, otherwise + it could have nasty bugs, like going allways to the right + or whatever that key does */ + Player& tux = *world->get_tux(); + tux.key_event((SDLKey)keymap.jump, UP); + tux.key_event((SDLKey)keymap.duck, UP); + tux.key_event((SDLKey)keymap.left, UP); + tux.key_event((SDLKey)keymap.right, UP); + tux.key_event((SDLKey)keymap.fire, UP); + Menu::set_current(game_menu); + st_pause_ticks_start(); } } @@ -217,7 +230,8 @@ GameSession::process_events() if (Menu::current()) { Menu::current()->event(event); - st_pause_ticks_start(); + if(!Menu::current()) + st_pause_ticks_stop(); } switch(event.type) @@ -259,7 +273,8 @@ GameSession::process_events() if (Menu::current()) { Menu::current()->event(event); - st_pause_ticks_start(); + if(!Menu::current()) + st_pause_ticks_stop(); } else { @@ -330,7 +345,11 @@ GameSession::process_events() break; case SDLK_DELETE: if(debug_mode) - tux.got_coffee = 1; + 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) @@ -424,10 +443,11 @@ GameSession::check_end_conditions() last_x_pos = -1; music_manager->play_music(level_end_song, 0); endsequence_timer.start(7000); + tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.) } else if(end_sequence && !endsequence_timer.check()) { - exit_status = LEVEL_FINISHED; + exit_status = ES_LEVEL_FINISHED; return; } else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1) @@ -440,18 +460,15 @@ GameSession::check_end_conditions() last_x_pos = -1; music_manager->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; - player_status.lives -= 1; if (player_status.lives < 0) { // No more lives!? - if(st_gl_mode != ST_GL_TEST) - drawendscreen(); - - exit_status = GAME_OVER; + exit_status = ES_GAME_OVER; } else { // Still has lives, so reset Tux to the levelstart @@ -465,7 +482,7 @@ GameSession::check_end_conditions() void GameSession::action(double frame_ratio) { - if (exit_status == NONE) + if (exit_status == ES_NONE) { // Update Tux and the World world->action(frame_ratio); @@ -515,7 +532,7 @@ GameSession::process_menu() break; case MNID_ABORTLEVEL: st_pause_ticks_stop(); - exit_status = LEVEL_ABORT; + exit_status = ES_LEVEL_ABORT; break; } } @@ -546,7 +563,7 @@ GameSession::run() draw(); - while (exit_status == NONE) + while (exit_status == ES_NONE) { /* Calculate the movement-factor */ double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE); @@ -665,69 +682,45 @@ GameSession::drawstatus() } if(!time_left.check()) { - white_text->draw("TIME'S UP", 224, 0, 1); + white_text->draw("TIME'S UP", screen->w/2 - white_text->w*8, 0, 1); } else if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) { sprintf(str, "%d", time_left.get_left() / 1000 ); - white_text->draw("TIME", 224, 0, 1); - gold_text->draw(str, 304, 0, 1); + white_text->draw("TIME", screen->w/2 - white_text->w*4, 0, 1); + gold_text->draw(str, screen->w/2 + gold_text->w, 0, 1); } sprintf(str, "%d", player_status.distros); - white_text->draw("COINS", screen->h, 0, 1); - gold_text->draw(str, 608, 0, 1); + white_text->draw("COINS", screen->w - white_text->w*9, 0, 1); + gold_text->draw(str, screen->w - gold_text->w*2, 0, 1); - white_text->draw("LIVES", 480, 20); + white_text->draw("LIVES", screen->w - white_text->w*9, 20); if (player_status.lives >= 5) { sprintf(str, "%dx", player_status.lives); - gold_text->draw_align(str, 617, 20, A_RIGHT, A_TOP); - tux_life->draw(565+(18*3), 20); + gold_text->draw_align(str, screen->w - gold_text->w, 20, A_RIGHT, A_TOP); + tux_life->draw(screen->w - gold_text->w, 20); } else { for(int i= 0; i < player_status.lives; ++i) - tux_life->draw(565+(18*i),20); + tux_life->draw(screen->w - tux_life->w*4 +(tux_life->w*i), 20); } if(show_fps) { sprintf(str, "%2.1f", fps_fps); - white_text->draw("FPS", screen->h, 40, 1); - gold_text->draw(str, screen->h + 60, 40, 1); + white_text->draw("FPS", screen->w - white_text->w*9, 40, 1); + gold_text->draw_align(str, screen->w, 40, A_RIGHT, A_TOP); } } void -GameSession::drawendscreen() -{ - char str[80]; - - if (get_level()->img_bkgd) - get_level()->img_bkgd->draw(0, 0); - else - drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom); - - 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, 256, A_HMIDDLE, A_TOP, 1); - - flipscreen(); - - SDL_Event event; - wait_for_event(event,2000,5000,true); -} - -void GameSession::drawresultscreen(void) { char str[80]; if (get_level()->img_bkgd) - get_level()->img_bkgd->draw(0, 0); + get_level()->draw_bg(); else drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);