function intro()
-{
+{
//initialize
Camera.set_mode("manual");
Tux.deactivate();
// Tux.set_position(2291,1280);
Tux.add_bonus("grow");
- RADIO.set_action("quiet");
+ RADIO.set_action("quiet");
PENNY.set_action("stand-left");
NOLOK.set_visible(false);
logo <- FloatingImage("images/objects/logo/logo.sprite");
Effect.sixteen_to_nine(0);
-
+
//begin scrolling sequence
Effect.fade_in(2);
Camera.scroll_to(0, 945, 15);
wait(2);
logo.set_visible(false);
wait(5.3);
-
+
//begin conversation and Tux rap
Tux.walk(0);
play_sound("speech/tux_hello.ogg");
wait(2);
shake_bush();
wait(1.3);
-
+
//enter Nolok
NOLOK.set_velocity(-220, 600);
NOLOK.set_visible(true);
wait(4);
Tux.walk(3000);
wait(2);
-
+
//end intro sequence
Effect.fade_out(2);
wait(3);
(name "main")
(music "music/intro.ogg")
(init-script " Tux.add_bonus(\"grow\");
- RADIO.set_action(\"quiet\");
+ RADIO.set_action(\"quiet\");
PENNY.set_action(\"stand-left\");
NOLOK.set_visible(false);
")
wait(3);
shake_bush();
wait(1.8);
-
+
//enter Nolok
NOLOK.set_velocity(-220, 600);
NOLOK.set_visible(true);
WorldMap::WorldMap(const std::string& filename, PlayerStatus* player_status, const std::string& force_spawnpoint) :
tux(0),
player_status(player_status),
- tileset(NULL),
+ tileset(NULL),
free_tileset(false),
worldmap_menu(),
camera_offset(),
total_stats(),
worldmap_table(),
scripts(),
- ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ),
+ ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ),
force_spawnpoint(force_spawnpoint),
- in_level(false),
+ in_level(false),
pan_pos(),
panning(false)
{
sq_pop(global_vm, 1);
sound_manager->preload("sounds/warp.wav");
-
+
// load worldmap objects
load(filename);
}
level.target_time = last_target_time;
return;
}
-
+
try {
lisp::Parser parser;
const lisp::Lisp* root = parser.parse(levels_path + level.get_name());
LevelTile* level = at_level();
if (level && (level->auto_play) && (!level->solved) && (!tux->is_moving())) {
enter_level = true;
+ // automatically mark these levels as solved in case player aborts
+ level->solved = true;
}
if (enter_level && !tux->is_moving())
/*
// FIXME: make this a runtime switch similar to draw_collrects/show_collrects?
// draw visual indication of possible walk directions
- static int flipme = 0;
+ static int flipme = 0;
if (flipme++ & 0x04)
for (int x = 0; x < get_width(); x++) {
for (int y = 0; y < get_height(); y++) {