DrawingContext context;
currentsector->background->draw(context);
- context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
- CENTER_ALLIGN, LAYER_FOREGROUND1);
+// context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
+// CENTER_ALLIGN, LAYER_FOREGROUND1);
+ context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
+ LAYER_FOREGROUND1);
sprintf(str, "TUX x %d", player_status.lives);
context.draw_text(white_text, str, Vector(screen->w/2, 210),
WorldMapNS::WorldMap worldmap;
+ worldmap.set_map_filename("icyisland.stwm");
// Load the game or at least set the savegame_file variable
worldmap.loadgame(slotfile);
if (strcmp(lisp_symbol(lisp_car(element)), "tile") == 0)
{
int id = 0;
- std::string filename = "<invalid>";
Tile* tile = new Tile;
tile->north = tile->east = tile->south = tile->west = true;
tile->stop = true;
tile->auto_walk = false;
-
+
LispReader reader(lisp_cdr(element));
reader.read_int("id", id);
reader.read_bool("stop", tile->stop);
reader.read_bool("auto-walk", tile->auto_walk);
- reader.read_string("image", filename);
reader.read_string("one-way", temp);
tile->one_way = BOTH_WAYS;
tile->one_way = WEST_EAST_WAY;
}
- tile->sprite = new Surface(
- datadir + "/images/worldmap/" + filename,
- true);
+ std::vector<std::string> filenames;
+ reader.read_string_vector("image", filenames);
+
+ if(filenames.size() == 0)
+ std::cerr << "Warning: no image specified for tile " << id
+ << ".\nIgnoring...\n" << std::endl;
+
+ for(int i = 0; i < filenames.size(); i++)
+ {
+ Surface* image = new Surface(
+ datadir + "/images/worldmap/" + filenames[i], true);
+ tile->images.push_back(image);
+ }
+
+ tile->anim_speed = 25;
+ reader.read_int("anim-speed", tile->anim_speed);
+
if (id >= int(tiles.size()))
tiles.resize(id+1);
Tile::~Tile()
{
- delete sprite;
+ for(std::vector<Surface*>::iterator i = images.begin(); i != images.end(); i++)
+ delete *i;
+}
+
+
+void
+Tile::draw(DrawingContext& context, Vector pos)
+{
+ // same code as from tile_manager.cpp draw_tile()
+
+ if(!images.size())
+ return;
+
+ if(images.size() > 1)
+ {
+ size_t frame
+ = ((global_frame_counter*25) / anim_speed) % images.size();
+
+std::cerr << "frame: " << frame << std::endl;
+ context.draw_surface(images[frame], pos, LAYER_TILES);
+ }
+ else if (images.size() == 1)
+ {
+ context.draw_surface(images[0], pos, LAYER_TILES);
+ }
}
//---------------------------------------------------------------------------
name = "<no title>";
music = "SALCON.MOD";
+ global_frame_counter = 0;
+ frame_timer.init(true);
+
total_stats.reset();
}
delete teleporterdot;
}
+// Don't forget to set map_filename before calling this
void
WorldMap::load_map()
{
void
WorldMap::update(float delta)
{
+ if(!frame_timer.check())
+ {
+ frame_timer.start(25);
+ global_frame_counter++;
+ }
+
if (enter_level && !tux->is_moving())
{
bool level_finished = true;
for(int x = 0; x < width; ++x)
{
Tile* tile = at(Vector(x, y));
- context.draw_surface(tile->sprite,
- Vector(x*32 + offset.x, y*32 + offset.y), LAYER_TILES);
+ tile->draw(context, Vector(x*32 + offset.x, y*32 + offset.y));
}
for(SpecialTiles::iterator i = special_tiles.begin(); i != special_tiles.end(); ++i)
#include "audio/musicref.h"
#include "video/screen.h"
#include "statistics.h"
+#include "special/timer.h"
extern Menu* worldmap_menu;
public:
Tile();
~Tile();
-
- Surface* sprite;
+
+ void draw(DrawingContext& context, Vector pos);
+
+ std::vector<Surface*> images;
+ int anim_speed;
// Directions in which Tux is allowed to walk from this tile
bool north;
Statistics total_stats;
void calculate_total_stats();
+ Timer frame_timer;
+
public:
WorldMap();
~WorldMap();
/* Save map to slot */
void savegame(const std::string& filename);
- /* Load map from slot */
+ /* Load map from slot
+ You should call set_map_filename() before this */
void loadgame(const std::string& filename);
/* Load map directly from file */
void loadmap(const std::string& filename);
const int& get_start_y() const
{ return start_y; }
+ void set_map_filename(std::string filename)
+ { map_filename = filename; }
+
private:
void on_escape_press();
};