X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgameloop.h;h=a63a24b05b900ccd5d762ebf569ea71c805ff61a;hb=5cd159000d29713fa4106634842b271f65c6ad1b;hp=7f25998e937fd6279c40fb3372280e39140a5063;hpb=4eab056837b0f26d0163a7ab2d0cc1addedcb0af;p=supertux.git diff --git a/src/gameloop.h b/src/gameloop.h index 7f25998e9..a63a24b05 100644 --- a/src/gameloop.h +++ b/src/gameloop.h @@ -22,10 +22,10 @@ #ifndef SUPERTUX_GAMELOOP_H #define SUPERTUX_GAMELOOP_H -#include "sound.h" -#include "type.h" -#include "level.h" -#include "world.h" +#include "timer.h" +#include "statistics.h" + +using namespace SuperTux; /* GameLoop modes */ @@ -35,61 +35,95 @@ #define ST_GL_LOAD_LEVEL_FILE 3 #define ST_GL_DEMO_GAME 4 +enum GameMenuIDs { + MNID_CONTINUE, + MNID_ABORTLEVEL + }; + extern int game_started; -class World; +class Level; +class Sector; +class Statistics; + +namespace SuperTux { +class DrawingContext; +} /** The GameSession class controlls the controll flow of a World, ie. present the menu on specifc keypresses, render and update it while keeping the speed and framerate sane, etc. */ class GameSession { - private: - Timer fps_timer; - Timer frame_timer; - World* world; +private: + Uint32 fps_ticks; + Timer2 endsequence_timer; + Level* level; + Sector* currentsector; + int st_gl_mode; int levelnb; float fps_fps; - unsigned int last_update_time; - unsigned int update_time; int pause_menu_frame; - int debug_fps; /** If true the end_sequence will be played, user input will be ignored while doing that */ - bool end_sequence; + 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; - // FIXME: Hack for restarting the level - std::string subset; + std::string levelfile; - public: - enum ExitStatus { NONE, LEVEL_FINISHED, GAME_OVER, LEVEL_ABORT }; - private: - ExitStatus exit_status; - public: + // the sector and spawnpoint we shoudl spawn after this frame + std::string newsector; + std::string newspawnpoint; - Timer time_left; +public: + enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT }; +private: + ExitStatus exit_status; +public: + DrawingContext* context; + Timer2 time_left; - GameSession(const std::string& subset, int levelnb, int mode); + GameSession(const std::string& levelfile, int mode, Statistics* statistics=0); ~GameSession(); /** Enter the busy loop */ ExitStatus run(); void draw(); - void action(double frame_ratio); - - Level* get_level() { return world->get_level(); } - World* get_world() { return world; } + void action(float frame_ratio); + void set_current() + { current_ = this; } static GameSession* current() { return current_; } - private: + + void respawn(const std::string& sectorname, + const std::string& spawnpointname); + 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(); @@ -97,19 +131,20 @@ class GameSession void process_events(); void levelintro(); - void drawstatus(); + void drawstatus(DrawingContext& context); void drawendscreen(); void drawresultscreen(void); - private: void on_escape_press(); void process_menu(); }; 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(); + #endif /*SUPERTUX_GAMELOOP_H*/