#include "level.h"
#include "gameloop.h"
#include "leveleditor.h"
+#include "scene.h"
+#include "player.h"
+#include "math.h"
static texture_type bkg_title, img_choose_subset, anim1, anim2;
static SDL_Event event;
static SDLKey key;
-static int quit, frame, pict, i;
+static int frame, pict, i;
+static unsigned int last_update_time;
+static unsigned int update_time;
void display_credits();
texture_draw(&anim2, 560, 270);
}
+void loadshared(void);
+void activate_particle_systems(void);
/* --- TITLE SCREEN --- */
int title(void)
string_list_type level_subsets;
st_subset subset;
level_subsets = dsubdirs("/levels", "info");
-
+ Player titletux;
+ titletux.init();
+ st_pause_ticks_init();
+ st_pause_ticks_stop();
+
+ level_load(¤t_level, (datadir + "/levels/misc/menu.stl").c_str());
+ loadshared();
+ activate_particle_systems();
+ /* Lower the gravity that tux doesn't jump to hectically through the demo */
+ gravity = 5;
+
/* Reset menu variables */
menu_reset();
Menu::set_current(main_menu);
/* Draw the title background: */
texture_draw_bg(&bkg_title);
-
load_hs();
+ update_time = st_get_ticks();
+
while (!done && !quit)
{
+
+ /* Calculate the movement-factor */
+ frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
+ if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
+ frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
+ /* Lower the frame_ratio that Tux doesn't jump to hectically throught the demo. */
+ frame_ratio /= 2;
+
/* Handle events: */
while (SDL_PollEvent(&event))
menuaction = MENU_ACTION_HIT;
}
}
-
+
/* Draw the background: */
draw_background();
+ /* DEMO begin */
+ /* update particle systems */
+ std::vector<ParticleSystem*>::iterator p;
+ for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
+ {
+ (*p)->simulate(frame_ratio);
+ }
+
+ /* Draw particle systems (background) */
+ for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
+ {
+ (*p)->draw(scroll_x, 0, 0);
+ }
+
+ /* Draw interactive tiles: */
+
+ for (int y = 0; y < 15; ++y)
+ {
+ for (int x = 0; x < 21; ++x)
+ {
+ drawshape(32*x - fmodf(scroll_x, 32), y * 32,
+ current_level.ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+ }
+ }
+
+ global_frame_counter++;
+ titletux.key_event(SDLK_RIGHT,DOWN);
+ titletux.key_event(SDLK_UP,DOWN);
+
+ if(current_level.width * 32 - 320 < titletux.base.x)
+ {
+ titletux.base.x = 160;
+ scroll_x = 0;
+ }
+
+ titletux.action();
+ titletux.draw();
+
+ /* DEMO end */
+
/* Draw the high score: */
sprintf(str, "High score: %d", hs_score);
text_drawf(&gold_text, str, 0, -40, A_HMIDDLE, A_BOTTOM, 1);
sprintf(str, "by %s", hs_name);
text_drawf(&gold_text, str, 0, -20, A_HMIDDLE, A_BOTTOM, 1);
+
/* Don't draw menu, if quit is true */
if(show_menu && !quit)
menu_process_current();
{
process_save_load_game_menu(false);
}
-
+
flipscreen();
+ /* Set the time of the last update and the time of the current update */
+ last_update_time = update_time;
+ update_time = st_get_ticks();
+
/* Pause: */
frame++;
- SDL_Delay(50);
+ SDL_Delay(25);
}
/* Free surfaces: */
+ level_free(¤t_level);
texture_free(&bkg_title);
texture_free(&anim1);
texture_free(&anim2);