game_pause = false;
fps_fps = 0;
- fps_timer.init(true);
+ fps_timer.init(true);
frame_timer.init(true);
+ random_timer.init(true);
frame_rate.set_fps(100);
context = new DrawingContext();
fps_timer.init(true);
frame_timer.init(true);
+ random_timer.init(true);
last_keys.clear();
else if(!end_sequence && endtile && endtile->data == 0)
{
end_sequence = ENDSEQUENCE_RUNNING;
+ random_timer.start(200); // start 1st fire work
last_x_pos = -1;
SoundManager::get()->play_music(level_end_song, 0);
endsequence_timer.start(7000); // 5 seconds until we finish the map
currentsector->play_music(LEVEL_MUSIC);
newsector = newspawnpoint = "";
}
+
+ // on end sequence make a few fire works
+ if(end_sequence == ENDSEQUENCE_RUNNING && !random_timer.check())
+ {
+ Vector epicenter = currentsector->camera->get_translation();
+ epicenter.x += screen->w * ((float)rand() / RAND_MAX);
+ epicenter.y += (screen->h/2) * ((float)rand() / RAND_MAX);
+
+ int red = rand() % 255; // calculate fire work color
+ int green = rand() % red;
+ currentsector->add_particles(epicenter, 45, Color(red,green,0), 3, 1.4, 1300);
+
+ random_timer.start(rand() % 400 + 600); // next fire work
+ }
}
void