X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgameloop.h;h=2f13e350824a4a8f9f46217ddcd0686c39e8ad91;hb=f54737bb28bec638b9f436d023b9f21fec2caadd;hp=d98ff54f4ed798ff1a57ce15a1610296942562b7;hpb=1dd7efd08b81efc1066381c5a1723592bb653d7d;p=supertux.git diff --git a/src/gameloop.h b/src/gameloop.h index d98ff54f4..2f13e3508 100644 --- a/src/gameloop.h +++ b/src/gameloop.h @@ -22,9 +22,8 @@ #ifndef SUPERTUX_GAMELOOP_H #define SUPERTUX_GAMELOOP_H -#include "special/timer.h" -#include "special/base.h" -#include "special/frame_rate.h" +#include +#include "timer.h" #include "statistics.h" using namespace SuperTux; @@ -57,54 +56,21 @@ class DrawingContext; keeping the speed and framerate sane, etc. */ class GameSession { -private: - Timer fps_timer; - Timer frame_timer; - Timer endsequence_timer; - Level* level; - Sector* currentsector; - - int st_gl_mode; - int levelnb; - float fps_fps; - FrameRate frame_rate; - int pause_menu_frame; - - /** If true the end_sequence will be played, user input will be - ignored while doing that */ - enum EndSequenceState { - NO_ENDSEQUENCE, - ENDSEQUENCE_RUNNING, // tux is running right - ENDSEQUENCE_WAITING // waiting for the end of the music - }; - EndSequenceState end_sequence; - float last_x_pos; - - bool game_pause; - - std::string levelname; - bool flip_level; - - // the sector and spawnpoint we shoudl spawn after this frame - std::string newsector; - std::string newspawnpoint; - public: enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT }; -private: - ExitStatus exit_status; + public: DrawingContext* context; - Timer time_left; + Timer2 time_left; - GameSession(const std::string& level, int mode, bool flip_level_ = false, Statistics* statistics = NULL); + GameSession(const std::string& levelfile, int mode, Statistics* statistics=0); ~GameSession(); /** Enter the busy loop */ ExitStatus run(); void draw(); - void action(double frame_ratio); + void action(float frame_ratio); void set_current() { current_ = this; } @@ -112,43 +78,75 @@ public: void respawn(const std::string& sectorname, const std::string& spawnpointname); + void set_reset_point(const std::string& sectorname, + const Vector& pos); + void display_info_box(const std::string& text); Sector* get_current_sector() { return currentsector; } + + void start_sequence(const std::string& sequencename); private: - static GameSession* current_; - - // for cheating - std::string last_keys; - // for fire works - Timer random_timer; - - // swap points - Vector last_swap_point; - Statistics last_swap_stats; - - Statistics* best_level_statistics; - void restart_level(); void check_end_conditions(); void start_timers(); void process_events(); + void handle_cheats(); void levelintro(); void drawstatus(DrawingContext& context); void drawendscreen(); - void drawresultscreen(void); + void drawresultscreen(); + void draw_pause(); void on_escape_press(); void process_menu(); + + Uint32 fps_ticks; + Timer2 endsequence_timer; + Level* level; + Sector* currentsector; + + int st_gl_mode; + int levelnb; + float fps_fps; + int pause_menu_frame; + + /** If true the end_sequence will be played, user input will be + ignored while doing that */ + enum EndSequenceState { + NO_ENDSEQUENCE, + ENDSEQUENCE_RUNNING, // tux is running right + ENDSEQUENCE_WAITING // waiting for the end of the music + }; + EndSequenceState end_sequence; + float last_x_pos; + + bool game_pause; + + std::string levelfile; + + // reset point (the point where tux respawns if he dies) + std::string reset_sector; + Vector reset_pos; + + // the sector and spawnpoint we should spawn after this frame + std::string newsector; + std::string newspawnpoint; + + static GameSession* current_; + + // for cheating + std::string last_keys; + + Statistics* best_level_statistics; + + ExitStatus exit_status; }; std::string slotinfo(int slot); -bool rectcollision(base_type* one, base_type* two); -void bumpbrick(float x, float y); - /** Return true if the gameloop() was entered, false otherwise */ bool process_load_game_menu();