X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgameloop.h;h=73e26b0c5f924273c476674260791f0b1773b120;hb=626ab69641b179048b9d0fc528cd1626886fe9db;hp=a63a24b05b900ccd5d762ebf569ea71c805ff61a;hpb=2d97548e5cded4b201bbc10d6cec6232df03e9a4;p=supertux.git diff --git a/src/gameloop.h b/src/gameloop.h index a63a24b05..73e26b0c5 100644 --- a/src/gameloop.h +++ b/src/gameloop.h @@ -55,39 +55,9 @@ class DrawingContext; keeping the speed and framerate sane, etc. */ class GameSession { -private: - 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; - - // 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; Timer2 time_left; @@ -107,28 +77,20 @@ public: void respawn(const std::string& sectorname, const std::string& spawnpointname); + void set_reset_point(const std::string& sectorname, + const Vector& pos); Sector* get_current_sector() { return currentsector; } void start_sequence(const std::string& sequencename); private: - static GameSession* current_; - - // for cheating - std::string last_keys; - - // 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); @@ -137,12 +99,52 @@ private: 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); -void bumpbrick(float x, float y); - /** Return true if the gameloop() was entered, false otherwise */ bool process_load_game_menu();